YOUR ideas for elite specializations
I think a musical mesmer themed specialisation could be fun.
Give her a warhorn, add some conjured weapons in the form of various instruments and spread the joy (and pain) with musical tunes
Would be the perfect way to introduce the Minstrel.
Dont really have any more detail (sorry for that) but thought it was a fun concept to share anyway, even if its not a full one.
I think a musical mesmer themed specialisation could be fun.
Give her a warhorn, add some conjured weapons in the form of various instruments and spread the joy (and pain) with musical tunes
Would be the perfect way to introduce the Minstrel.
Dont really have any more detail (sorry for that) but thought it was a fun concept to share anyway, even if its not a full one.
Add 2 handed Axe. The rest is self explanatory.
Since Engineer is getting something like a Golemancer, I’m out of ideas.
Musketeer(Thief Elite Spec idea)
1st auto attack. Strike your opponent with your rifle stock causing a few stack of vulnerability. The chain could be a mixture of hitting them with a hidden bayonet. (Creative suggestions are more than welcome^^)
Skill 2. Tactful Shot, shoot your foe causing blindness as well as increasing critical chance if they’ve got vulnerability on them. Cost 2 initiative.
Skill 3. Soldier’s Denial. Block attacks with your rifle, this skill doesn’t lock you in place. Cost 3 initiative for each second of block.
Skill 4. Improvised Clips, unload four rounds to your target. The rounds bounce on each target causing stacks of bleeds for each target struck. It’s able to bounce up to 5 targets. Cost 4initiative.
Skill 5. This is the toughest skill to think about in terms of balance. Infamous Camouflage, Lay low and gain stealth for 3 seconds (4s with Meld with Shadows). This skill has a cast time and will keep you in place for 1.5 second in order to gain stealth. Cost 5 initiative. I know this skill sounds like a joke XD
Stealth Attack could be something like Decisive Shot. Shoot your target, causing weakness if you shoot the target from behind. Damage would be similar to Backstab (maybe as bad as Kill Shot;).
Just sharing my idea about what the Thief can be:) I’m obviously not expecting the devs to do this but it’ll be more than awesome if they consider it^^
Karl, please change Potent Poison. Thanks
Posted this on the thief forum (barely got any respond)’:
For Mesmer I want to see next:
- Troubador (Bard is so oldschool xD) with as new Weapon the Great Axe (Guitar) and a new Rhythm Gameplay instead of Shatters with Melodies as new Utilites
http://tylorkranyak.com/wp-content/uploads/2011/07/battle_axe_guitar_by_monkeybro0.jpg
For Elementalist I want see next:
- Arcanist with as new Weapon the Sword, using Spiritual Weapons in an elemental way as Utility and having a strong focus on Arcane Skills with a new Ether Attunement (F5)
For Ranger I want to see next:
- Poacher with as new Weapon the Whip with a strong Focus on Traps
For Necromancer I want to see next:
- Occultist with as new weapon the Shield with a strong focus on Minions
For the Guardian I want to see next:
- Crusader with as new Weapon the Halberd with Banners (which work already similar like polearm weapons)
For Engineer I want to see next:
- Alchemist with as new Weapon the Mace and a strong focus on Potions, Elixiers Bombs and Grenades (which can influence Gravity) , as also using as new Utility – Acids
For Warrior I want to see next:
- Legionnaire with as new weapon the Tower Shield (larger long Full Body Shield, MH)
with Focus on Minions, using summonable “Legions” which act around you eather aggressively or defensively with Gamelpay similary to PS2’s Chaos Legion
For Thief I want to see next:
- Saboteur with as new Weapon the Torch or
- Infiltrator with as new Weapon the Whip or
- Rogue with as new Weapon the Longbow
For Revenant I want to see:
- Spiritualist with as new Weapon the Scepter and a new Focus of “Nature” Spirits as Utility, just with the difference, that they work like the Ritualists spirits and defend themself like turrets from the Engineer at the same time and can be turned under cretain situations mobile to merge with the Spiritualist to make it possible for them to use as new Legendary Stance for a while Master Togo
(edited by Orpheal.8263)
Specialisation: Hexer
Profession: Necromancer
Weapon: Longbow
Utilities: Spirit Weapons
Mechanic Change: Hexer’s Shroud
Background
Necromancers that follow the path of the Hexer gain greater mastery over debilitating their foes, whether it be them utilising unique effects while in their Hexer’s Shroud, desecrating the battlefield from afar or allowing their allies to do so through ordering weapons created from life force to imbue their effects into the Hexer’s allies attacks.
Hexer’s Shroud
Hexer’s Shroud replaces the abilities while in Shroud Form:
- Skill 1: Necrotic Arrow – Deals damage to the target. If the foe has a Hex on them, the arrow explodes and applies Poison to nearby enemies near the target for y seconds.
- Skill 2: Atrophy – The target’s next 5 attacks consume endurance based on 10% of the damage dealt.
- Skill 3: Frailty – For the next x seconds, the target receives damage whenever they have a condition applied or removed from them. Each condition cleansed or converted reduces the duration of Frailty by y second(s).
- Skill 4: Feverish – For the next x seconds, the target cannot critically hit while they have a damaging condition on them.
- Skill 5: Spoil Victor – For the next x seconds, the target suffers damage whenever they attack target with lower % health than them.
Longbow
- Skill 1: Parasitic Arrow – Fire an arrow that embeds into your target dealing a small amount of damage. For the next X seconds, this arrow leeches Life Force, dealing damage and generating x% lifeforce every second. Can stack up to 5 times.
- Skill 2: Imbibe Arrow – Fire an arrow that embeds into your target. Every second the arrow will absorb conditions from enemies near your foe. After 5 seconds, the arrow will explode, dealing damage to the target and all targets around them based on how many conditions the arrow absorbed.
- Skill 3: Soul Bind – Fire an arrow that impales the target then splinters off, impaling 4 other targets. Whenever one of the linked applies a boon or healing to another that is linked, that boon and healing is negated and they applier receives damage. Lasts x seconds or if the linked move out of the range of each other.
- Skill 4: Mark of Fury – Fire an arrow, placing a Mark of Fury on the ground. When triggered, the one who triggered it is teleported to you and allies around you gain Fury. Mark of Fury can be used twice before being placed on cooldown.
- Skill 5: Salt the Earth – Fire a barrage of arrows into a location. For the next X seconds, enemies in the area cannot heal or be healed, apply or receive boons or have positive effects applied to them.
Utility
Heal
- Dagger of the Vampire – Every X seconds, the dagger lashes out at your target, damaging them and healing you. This heal is increased for every stack of Bleeding on the target. Command: Order of the Vampire – Explode the dagger, applying Dagger of the Vampire’s effect to nearby allies for their next x attacks.
Utility
- Torch of the Apostate – Every X seconds, the torch unleashes corrupt fire around it, dealing damage based on how many boons the target has. Command: Order of Apostasy – Explode the torch, dealing damage to foes and causing allies next x attacks to deal increased damage to foes with boons.
- Sword of the Vengeful – Whenever the target attacks an ally, the sword attacks, dealing damage and applying a stacking debuff that reduces the damage the target can deal. Can stack up to 10 times. Command: Order of Revenge – Explode the sword, dealing damage and causing allies next x attacks to deal more damage to foes that are attacking.
- Scepter of the Tormentor – Every X seconds, the rod pulses out Torment, applying double stacks for those with another condition on them. Command: Order of Pain – Explode the scepter, applying Torment to nearby enemies and causing allies next x attacks to deal bonus damage to those with Torment.
- Mace of the Sunderer – Every X seconds, the mace hits a target. This attack is not affected by Protection or Aegis. Command: Order of Sundering – Explode the Mace, knocking down nearby enemies and causing allies next x attacks to be unblockable and ignore protection.
Elite
- Stave of the Lich – Every X seconds, the stave will pulse out an AoE, damaging nearby enemies and siphoning Lifeforce. This is disabled when the Lifeforce is full and after using Order of Undeath Command: Order of Undeath – Stunbreak nearby allies and make them immune to conditions and CC for x seconds at the cost of the Stave’s Lifeforce. 5 second cooldown. Can be used until the stave has been drained of Lifeforce.
Time is a river.
The door is ajar.
Traits
Minor
- Hexer of the Shroud – You can quip Longbows and use Hexer Spirit Weapons. Death Shroud is replaced with Hexer’s Shroud, which focuses on debilitating the enemy.
- Hexer’s Vigor – Gain 3 secs of Vigor and Regen when attacking a foe with a Hex (x sec ICD).
- Soul Barbs – Increases damage done to those with a Hex (x% per Hex).
Tier 1
- Defile Defences – Foes that are Hexed take x% of the damage dealt when they block.
- Tenacious Hexes – Increases the duration of Hexes by x%.
- Lifeforce Bolts – Parasitic Arrow and Imbibe Arrow pierce up to 3 enemies and apply their effects.
Tier 2
- Price of Failure – Hexed foes that miss their attacks take damage.
- Hex Mastery – Hexes now cost Lifeforce, but are improved: Atrophy – Endurance drained by 15% of damage dealt; Frailty – Reduces the duration reduction when conditions are cleansed or converted from 1 sec to 0.25 sec; Feverish – Also reduces the damage done by the target by 10%; Spoil Victor – Increases the damage dealt.
- Persisting Lifeforce – Spirit Weapons attack more often and persist for x seconds after being commanded. Spirit Weapon recharge is reduced by 20%.
Tier 3
- Pyrrhic Victory – Whenever a Hexed foe downs an ally they take damage, the duration of the hexes on them is refreshed and applied to enemies around the Hexed foe.
- Thaumaturgy – Hexes also deal damage when applied. When dealing damage to a Hexed foe, generate Lifeforce.
- Persisting Orders – Orders can be used one extra time. Increases the duration of Orders.
Time is a river.
The door is ajar.
Warriors need a decent ranged spec. Some sort of rifleman or something.
Revenant: Dryad/Warden
Legendary Forest/Dryad/Warden/Plant/Whatever Stance: Urgoz
Longbow + Auras/Mobile wells (simulating the effects of the different parts of the Warren; weakness, health degeneration, etc… Not really sure how to simulate exhaustion in GW2)
Elite could be a riff on the ‘minefield’ move from the Shadow of the Dragon fight, causing an AoE snare and a number of growths that explode if not killed, triggering AoE wells of poison and/or torment or something.
Ranger: Rifleman.
Gets rifle. Gets 1500+ Range. Gets Tricks utilities and traits that readily grant swiftness for greater evasion. Could probably make due with stances or Venoms as well, but eh. Rifle is the important part.
Ranger: Bard. Because Archers becoming bards is apparently how things work.
Since they’ve already got both types of bows causing the bow->harp thing to go out the window, I guess you could give them scepters or maces and they could use them like microphones (even though this is ye olde Tyria)?
Elementalist: Sorcerer. Summons storms. Because tempest doesn’t, so why not? >_>
A shame fun things could not simply be fun.
Elementalist: Auramancer. One place for all the aura enhancing traits (One with Fire, Zephyr’s Boon, Elemental Shielding, Powerful Auras, Elemental Bastion ) that are currently spread across all specs. Focuses on support (both offensive and defensive). Uses shield as it’s extra weapon.
My idea for ele elite spec:
Name: Sorcerer
Weapon: Main-hand sword
Utilities: Mantras
New mechanic: Attunement combinations
Lore: Will be added soon
Sword skills:
- Fire
-chain AA, slashing with fiery animations, last AA will throw fiery sword at your foe, burning him
-Throw fire projectiles at your foes, dealing huge dmg (animation similar to guard’s Zealot’s Defense, but with fiery projectiles and without that barrier)
-Stick the sword to the ground, creating large lava field which burns foes - Water
-chain AA, slashing with ice animations, each hit heals you, last one launches small water wave, which heals nearby allies and inflicts vulnerability to enemies.
-Leap to target area, which grants regeneration and cures 1 condition from nearby allies, deals little damage to enemies
-Stick your sword to the ground, creating ice blade in target location (similar animation to mesmer’s gs skill 3), damaging and chilling enemies - Air
-chain AA, slashing with windy or lightning (or windy) animations, last one sends a lightning bolt to your foes (acts like ele’s staff air 1, but weaker, similar to the one Mai Trin is doing)
-Strike your foes with flurry of lightning (or windy) strikes, last strike inflict weakness (Animation similar to war’s Flurry or mesmer’s Blurred frenzy, but with lightning or windy theme)
-Throw lightning sword at your foe, blinding him. If the sword successfully hits, teleport to that foe and gain swiftness - Earth
-chain AA, slashing with dusty/rocky themed strikes, 2nd and 3rd strike bleeds your foe, 3rd one also cripples for 1 sec
-Surround your sword with rocks and use it to block next attack. If attack is blocked, you can throw remains of that rocks to your the attacker, blinding him
-Send out a wave of rock spikes, crippling and bleeding foes
Other skills (Mantras):
Similar to mesmer mantras, these mantras (or Absorptions, how they are named here) also need a long activation time, which is needed to absorb the energy of one element. This energy can be later released (2x before needed to be absorbed again) to perform an instant powerfull effect. (= releasing skill, the name is usually: /absorption name = Cleansing, Fire, etc./ Release)
- Heal skill:
-Cleansing Absorption: Absorb water energy, which can be released in the form of Cleansing Wave (Actually releasing skill casts Cleansing Wave, but with a little stronger heal) - Utility skills:
-Absorption of Fire: Absorb fire energy, which can be released in the form of fire field, which highly damages and burns foes within (ground-targeted skill)
-Absorption of Winds: Absorb air energy, which can be released to cast blindness and vulnerability (5 stacks maybe?) to your target and nearby foes around him, also grants swiftness (or super speed maybe?) to you
-Absorption of Earth: Absorb earth energy, which can be released, granting you stability (but doesn’t break stun if you are already disabled) and immobilizing nearby foes
-Absorption of Frost: Absorb ice energy, which can be released in the form of Frost Aura granted to nearby allies - Elite skill:
-Storm Absorption: Absorb storm energy, which can be released in the form of large storm which damages and dazes foes and grants resistance to allies in targeted area (ground-targeted skill)
New mechanic: Attunement Combination
I was inspired by another post (sorry, can’t remember where), because I think that idea was perfect.
So, goal of this mechanic is, that you can combine your elements to cast new powerfull skills. This skill occupies your new f5 slot and depends od 2 factors: In which attunement you are, and which attunement you leaved before entering this one. This creates a lot of possibilities how this skill will work (note: If you for example swap from Fire to Air or from Air to Fire, skill will be the same):
Water<->Fire - Create a corrosive vapor, which damages foes and leaves them vulnerable.
Air<->Fire - Release a smoke, blinding and poisoning foes.
Earth<->Fire - Call down a massive meteor, which burns and launches foes.
Air<->Water - Create a mist, which grants regeneration to nearby allies.
Earth<->Water - Transform ground in the targeted area to mud, knocking down foes.
Earth<->Air - Release dust ahead of you, blinding nearby foes and granting short-term stealth to allies. (2 sec maybe?)
Traits:
ehm.. I am not good at this, sorry
(Sorry for my english)
(edited by Avador.8934)
Engi elite spec…
Lovable Rogue
Stepping up close for swashbucklery and flynning, the engineer grabs a sword in hand and gets a slew of one-liner shouts! No pets, no stealth – just a classical adventurer in a badkitten longcoat!
With shouts like…
“At least I’m not a thief!” - Apply weakness and revealed on target.
“You keep using that word!” - Next skill the opponent uses has a doubled cooldown. If the skill is a shout, it’s effect is cancelled.
“I meant to do that!” - Stun breaker. Apply might and retaliation if knocked down.
“Let’s get dangerous!” - Elite. You and your allies gain might, protection, fury and quickness. Double duration for anyone below 50% health.
…Because everyone should have shouts, right?
Ranger Elite Specs
Name: Totem
New Weapon: Mainhand Mace (Control weapon)
Class Mechanic: Only one pet with higher stats, F4 becomes a warrior Burst Skill that combos attacks from the pet and the Totem Shaman depending on the family of the pet. Shaman gains an aura and attacks with their pet’s natural weapons for the animation.
Utilities: Stances based on different animals.
Heal; Turtle Stance: Pulse resistance, grants Aegis, and heals the user and the pet for 10 seconds.
Bear Stance: Pulse Protection and Retaliation on self and pet for 10 seconds. Gain Might and Fury each time you or the pet take damage.
Eagle Stance: Break stun and gain Superspeed for 10 seconds.
Dolyak Stance: Pulse Stability on self for 10 seconds. Enemies that use control skills on you get knocked down.
Elite; Drake Stance: Inflict Burning with attacks and pulse Might to allies within 360 range of self and pet for 10 seconds. Places a 240 range fire field when activated that does damage and inflicts burning.
Name: Packmaster
Weapon: Mainhand Scepter. 900 range defensive support weapon. Calls swarms of creatures like wasps and snakes for animations. Heavy poison and torment applier.
Class Mechanic: Both pets are active together. F4 switches control from one pet to the other but no longer swaps pets in and out.
Utilities: Animal Minions.
Heal; Summon Wolf: Summons a support companion that’s attacks steal health. It’s active skill causes it to howl, curing conditions and doing more healing the more targets are effected by the howl. When traited summons two wolves instead of one.
Summon Bear: Summons a tanky bear companion that’s active skill purges conditions from the Packmaster, both pets, and nearby allies when activated. Can be traited to pulse Resistance to nearby allies on skill activation.
Summon Eagle: Summons a speedy high damage bird companion that’s active skill grants allies swiftness and fury. Can be traited to inflict AoE blindness on skill activation.
Summon Raptor: Summons a deadly raptor that does high critical damage and inflicts bleeding on hits. When activated will pounce on the enemy target, knocking the target down and removing 3 boons from the target. Can be traited to steal the boons and transfer them to the Packmaster instead.
Elite; Summon Wyvern: Summons a wyvern that is tanky and does high sustained damage. When activated produces AoE fear on nearby enemies while flying toward and launching the target. Can be traited to deal increased damage with it’s launch.
Spellslinger.
Dual pistol wielding elementalist.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
Change the beast mastery spec and make it an elite spec so that rangers don’t have to use pets if they don’t want to :P
Engineer: golemancer
New weapon : main hand scepter
New feature: personal golem
Like the ranger you have a pet that can be controlled through your f1 skills
U also go around the world to collect parts to assemble your own unique golem aesthetics only
New weapon: scepter
Skill 1: aetheric blast- u and your golem shoot a blast of energy at your target
Skill 2: overload: u and your golem gain shocking aura after a bit of a delay send out a shockwave to damage and immobilize foes
Skill 3: hyper beam teleport into your golem and shoot a huge wave of energy at your enemies stunning up to 5 targets
F1 skills apply different weapons to your golem and changes the the skill effects for the golem
F1: kinetic gun: shoot out a shot that knock downs foes
f2: Gravity gun: target location shot that floats enemies
F3 etc
New skill type: conjures:
Conjure golem parts and unleash them on enemies
Can be shared with allies
Abortion Ray: conjure an absorption Ray that aids allies and protects them
Generally speaking, elite specializations can be put into two categories based on their “background match type”:
A). Generally lore-wise acceptable alternatives in any fantasy based games, examples: [Ranger, Druid, both use natural power], [Necromancer, Reaper (think of Death/Dark Knight), power of death], notice that these two has a Physical-or-Magical-emphasis pattern; and [Warrior, Berserker, physical power]. All of these “universally” reasonable expansion can to some degree call back to DND, the ancestor of all fantasy RPG games.
B). GW2-specifically acceptable specializations: [Mesmer, Chronomancer (no surprise since Mesmer itself is a GW2 only class theme)], [Elementalist, Tempest (I haven’t played GW1 much but someone mentioned about some elementalist with a warhorn or something)]. Those are two widely acceptable expansion of the basic class based on the background of GW series; but under this category there might also be some far-fetched ones, like Dragonhunter…
Based on above logic, there are some possible and impossible elites for every class:
1. Guardian: It has lost its chance to have a cleric-like elite (more magical based, think of Paladin-Cleric in DND) since it already uses both staff and scepter. It is hard to come up with one not worse than dragonhunter;
2.Warrior: Warlord with off-hand pistol with a WvW-surportive trait line seems reasonable based on its first elite Berserker (assuming it is DPS oriented);
3. Revenant: A GW2-specific class, and there are plenty of legendaries waiting to show their faces due its unique utility skills mechanism. I personally prefer Snaff (Zojja’s master, the last name Logan wants to hear) with rifle or pistol.
4. Ranger: Don’t know. Cannot come up with one as perfect as Druid but not overlapped with it or the basic class;
5. Thief: Based on my guess that the first elite will be monk-themed with melee staff, maybe a ninja-themed elite (dunno about the weapon); or a more magical elite with focus (scepter might be too much);
6. Engineer: It is a GW2-specific class, it has lots of possibilities for new elites; though it’s hard to pick a new weapon, torch maybe?
7. Elementalist: Warmage with main-hand sword, to pick up the deprecated concept for the first elite. By the way do not expect decent-DPS auto attacks for any elementalist’s weapons, the class mechanism does not allow it.
8. Necromancer: Same as Ranger, cannot come up with one after a perfect reaper.
9. Mesmer: Though it is a GW-specific class, a widely used class theme, the Bard, sounds like a good choice. Don’t know about the new weapon but it needs a main-hand weapon rather than a off-hand one.
Another thought I have is that, if there is going be a second elite for each class, it is possible that the new elite will add a new set of weapon skills to an old weapon, for example, a Ninja adds a new set of dagger skills to Thief but you can use Thief-daggers as weapon set 1 and Ninja-daggers as weapon set 2 with either same or different pairs of daggers.
Also on new elites’ trait lines, while each of basic trait lines (especially the first four) focuses on a certain “role” (power, condi, tank, healer), new elites’ should be more like Tempest’s/Chronomancer’s, that is, have diverse traits for different “roles” and can be used in at least two game types (PvE, WvW, etc.); reaper is not an exception though it seems that it adds some missing part of the basic class, it also gives both power and condi options.
(edited by Laurence.6751)
Zephyrite Mage
Three new Elite Trait Lines that add attunements: Sun, Wind, Lightning.
New weapon skills across the board for all weapons.
New Weapon: Sword
Since you can only select one elite at a time, it would add the selected elite attunement under F5.
(edited by Chobits.2430)
Deleted old post. Had a better idea.
Ranger
Name:(I have no clue)
New mechanics: the ability to transform into the pet equipped in pet slot.
That’s all I got. I just want to see rangers get a perma transform. Lol
main Druid ~~Adalyn Del Rayna~~ [SIGH]
[Ehmry Bay]
One of the things I like about this new system is it is (hopefully) going to be very easy for them to add new elite specializations.
A few ideas for future elite specs:
Mesmer -> Oneiromancer (dream mage)
New class mechanic: Phantasms are replaced with phantasmal nightmares (phantasmal beasts with new abilities). F5 shatter causes fear.
New Utilities: Stances (call them trances instead) – the Oneiromancer enters dream like trances that further buff active phantasms
New Weapon: TBD
Necromancer -> Demonlord
New class mechanic: Hellshroud (ranged AOE focus); F2 empowers Hellshroud, making it deplete three times as fast while adding burning to all attacks (or whatever feels balanced)
New utilities: six new demonic minions
New Weapon: off hand torch
Guardian -> Zealot
New class mechanic: F1: Passive – periodic light shield (retal), Active – create pulsing torment field on ground around player; F2: Passive – draw one condition from a nearby ally every 15 seconds in combat, Active: convert one condition on up to five nearby players into might, F3: Passive: send one condition to an enemy every 15 seconds in combat, Active: 5 players gain X seconds of resistance
New utility skills: Corruptions (player must take damage to cast powerful spells)
New weapon: Dagger
(edited by Blaeys.3102)
ELEMENTALIST: Fusionist
Loses Fire, Water, Earth and Wind elements, instead gains Volcanic and Storm elements only (acting as fire/earth and wind/water for the purpose of traits). With the ‘loss’ of elemental choice, the fusionist instead gains the ability to weapon swap like any other class, thus creating 4 choices of skills either way.
Added Weapon: Hammer
Added Skills; Wells
Healing;
- Well of Water – summon a well of water, healing allies and curing conditions periodically
Utility;
- Well of Tar – summon a well that slows and weakens enemies
- Well of Brimstone – summon a well that cripples and burns enemies
- Well of Vapor – summon a well that blinds enemies and regenerates allies
- Well of Thunder – summon a well that confuses enemies and applies vulnerability
Elite;
- Well of Disaster – summon a well that chills, burns, blinds and cripples enemies
Staff;
- Magma Ball – fire a ball of magma
- Rolling Lava – create a patch of lava that slows and burns enemies
- Molten Wall – create a wall that enemies cannot pass, applies burning field
- Flame Geyser – create an explosion of flame that knocks back enemies
- Eruption – crack the earth open and cripple and burn all enemies nearby
Daggers;
- Lava Slash – slice the enemies with lava and apply bleeding
- Bubbling Blast – create a small explosion of bubbling lava
- Obsidian Flow – create a path of obsidian that slows and weakens enemies
- Earthen Heat – overheat your enemies, applying
- Volcanic Fumes – create a fog of volcanic fumes that poison and blind enemies
Hammer;
- Molten Strike – strike your foe with magma
- Lava Splash – splash the area around you with lava, burning enemies
- Ashen Slam – create a burst of ash that blinds and damages foes
- Searing Fissure – slam the ground and create a burning fissure that cripples enemies
- Brimstone Boulder – create a rolling boulder that knocks enemies back and burns them
Scepter:
- Scorching Slag – throw shards of heated slag at your foes, applying bleed
- Meltdown – melt your enemies armor, burning and making them vulnerable
- Basalt Bindings – immobilize your foe
Focus;
- Ash Storm – create cloud of ash that blinds and applies torment
- Tar Pool – create a pool of tar that cripples and burns foes
Staff;
- Thunder Blast – blast thunder at your foes
- Snow Storm – create a wave of snow that blinds enemies
- Chilling Gust – chill and knock back enemies in front of you
- Misty Blanket – create a soothing mist that applies regeneration to allies
- Stormcall – barrage the enemy with snow and lightning, chilling and confusing them
Daggers;
- Aqua Slice – slice your foes with razor sharp water
- Ice Needles – fire icy needles that bleed your enemies
- Conductivity – douse your foes and apply vulnerability and chill
- Shocking Blast – blast your enemies back and steal a boon
- Snow Torrent – bring down a heavy snow that cripples, chills and weakens foes
Hammer:
- Thunder Hammer – smash your foe with a thunder strike
- Ice Crash – hammer the ground and cause icy shards to burst forth, bleeding enemies
- Wind Bellow – launch a foe with a swing of your hammer
- Storm Pummel – stun your foes and chill them
- Tempest Strike – strike foes around you, applying weakness and vulnerability
Scepter;
- Ice Rain – pummel your enemy with ice rain
- Lightning Rod – shock surrounding enemies over time
- Vapor Bomb – create a bomb of vapor that heals allies and confuses foes
Focus;
- Boom of Thunder – create a boom of thunder that knocks foes back and stuns them
- Ice Sheet – create a patch of ice that cripples and chills enemies
(edited by Tyrannical.9348)
Mesmer: Scholar or Professor
Weapon: Grimoire / Tome
Utilities : Consecrations
Class Mechanic:
Class Lore: Coming
Class mechanics
Free Cast - When activated you are able to freely move while casting spells. I made it that all the spells somewhat root you to cast.
Memorize Allows your next few spells to have cast time reduced
Hocus Pocus When activated cause your next five attacks to inflict a random boon on your allies or a random condition on you foes.
Tome Weapon Skills
Prism Spell: 3 Chain Auto Attack that bounces between two targets each bounce doing half damage.
Brilliant Radiance: Point Blank AOE that blinds for 2 second deals minor damage.
Crystal Warmth: Player placed AOE that grants regen to allies inside and deals burn damage to enemies.
Crystal Drive: Place insignia on the ground granting vigor for allies.
Crystal Sanctum: AOE damage spell causing freeze and slow enemies down
Heal Skill
Indulge - AoE Mist that heals then increases map hp for few seconds.
Utilities
Spell Breaker - Single Target cause spells cast to be cancelled and asborb the spell as endurance.
Dispel - Target Based AoE that removes all buffs from the targeted area.
Mind Breaker Target Based AoE that causes pulsing Weakeness and Vul for 3 seconds.
Elite:
Multi Cast - Grants everyone around you a buff that allows you to double hit any skills for 10 seconds.
Something to add to the mesmers adding more utilities and it sounded like fun to do.
Posted this as a submission to WP’s contest but figured I could post it here aswell.
A thief who… deceives: The Swindler (That’s a literal translation from a portuguese word. Hope it fits =P)
YOUR ideas for elite specializations
in Guild Wars 2: Heart of Thorns
Posted by: Michael Daemon.3140
Elementalist without warhorns…
Guardian: Vampire hunter
Weapon: Chain whip cross
“Warriors whom hunted in the darkest depths of the world, chasing the darkest of the creatures dwelling in the night. The vampire hunter is well adept to carve its way through any foe, a medium range class with plenty of gap closer’s. Often noted for their morbid humor and dry one liners, any Vampire Hunter is equipped with everything needed to shut down spell casters.”
Warrior: Barbarian
Weapon: Two handed Ax
“Brutal warriors that focus destroying everything around them, the world trembles as their wrath cleaves the world asunder. Known for their bold and rather instinctual nature, barbarians are both feared and admired”
Revnant: Void walker
Weapon: Scyth((land))
“Roaming through the mist’s comes the Void walkekittenx predator on the face of tyria whom will slaughter all in their path. Noted for their gothic scyths and horrid disposition to those whom have yet to traipse the mists, they bring about both salvation and devastation.”
Necromancer: Dark Wanderer
Weapon: Grimoir
“The dark wanderers are known for their powerful magic, the sinister aura they hold making them one of the few whom even dragon minions cower from. All whom come before them must know, they shall use you as the instrument to play the requiem of all you know and love becoming nothing but dust”
Mesmer: Bard
Weapon: Lute
“Traveling minstrels with little care for politics, these nomadic musicians seem to have a act for getting into trouble. Often times driving their enemy’s insane with the tunes they play, leaving nothing but a shattered dream to be their fate.”
Thief: Assassin
Weapon: Dual sword
" Killers trained in the art of deception, blades poised to slaughter their enemy’s like cattle. Death being the sacrament which they dance to beneath the moon, if an assassin comes for you… you wont have long until your doom"
Enginer: Alchemist
Weapon: Spear/shield((throwing weapons))
“Known for their ability to make concotions out of nothing , their explosive tendencies will change the future of the world.”
Elementist: Shaman
Weapon: Long bow
“The bow of the heaven’s will bring about catastrophe and destruction as all things must kneel to the power of nature.”
Ranger: Skin-walker
Weapon: Dual dagger
“These shape-shifting assassins can transform into their pet’s and provide little to no warring before attacking. For neither man nor beast can prepare for a meeting of both blade and fang.”
I’d like to see a future Guardian elite spec that utilizes the now-removed Tomes. In a reworked non-clunky way and this time not as elite skills but as Engineer-type kits.
The animations were fantastic and it really suited the Guardian theme!
i love reading these ideas they also sound so interesting!
Engi elite spec…
Lovable Rogue
Stepping up close for swashbucklery and flynning, the engineer grabs a sword in hand and gets a slew of one-liner shouts! No pets, no stealth – just a classical adventurer in a badkitten longcoat!
With shouts like…
“At least I’m not a thief!” - Apply weakness and revealed on target.
“You keep using that word!” - Next skill the opponent uses has a doubled cooldown. If the skill is a shout, it’s effect is cancelled.
“I meant to do that!” - Stun breaker. Apply might and retaliation if knocked down.
“Let’s get dangerous!” - Elite. You and your allies gain might, protection, fury and quickness. Double duration for anyone below 50% health.
…Because everyone should have shouts, right?
lol this one made me laugh good job
I’d like to see a future Guardian elite spec that utilizes the now-removed Tomes. In a reworked non-clunky way and this time not as elite skills but as Engineer-type kits.
The animations were fantastic and it really suited the Guardian theme!
The Cleric!
Not sure about the new weapon though. We have all the scholarly-associated weapons already: i.e. focus, staff, and scepter. And clerics in RPGs are traditionally associated with bludgeoning weapons: mace and hammer.
Maybe if ArenaNet introduced the ‘wand’ as a new weapon type?
Feryl Grimsteel (Charr Engineer)
Tarnished Coast
Every elite specialization borrows traits and mechanichs from another (ex. Mesmer/Chronomancer – Wells,Necromancer/Reaper – Shouts,Guardian/Dragonhunter – Traps etc.) creating a unique NEW mechanic system from what the players has been used to while playing their characters without changing each class’ theme.
As we know the Ranger will become Druid gaining access to a Staff making him more of a mage and the Engineer will have access to a Hammer and some flying dromes(propably gaining acces to minions like the Necro has) making him a bit more melee/fighter.
I believe that the Warrior would be interesting to have something like the Mesmer’s mechanics. Gaining access to a scepter but as an off-hand weapon to summon and command troops of warriors like him.(Something like Thief’s elite skill:Thieves Guild) The scepter would not fire bolt’s or anything but it would have command spells to order the summoned troops to attack.
The troops would have more NPC’s automatic personality and they could even pick up the banners that the Warrior casts.They dont have to be something too fancy…holding a standar shield and sword and wearing standar armor but always always be the same race as the Warrior.
I believe is an cool mechanic to have in the game without changing the core theme of the class but upgrading it like the rest do for other classes making him more of a commander for an army. Warrior’s Elite specialization would be the: Inquisitor
Monks, with tomes. :>
Posted this as a submission to WP’s contest but figured I could post it here aswell.
A thief who… deceives: The Swindler (That’s a literal translation from a portuguese word. Hope it fits =P)
I don’t play Thief so I’m not sure what this would add to it – though I’m wondering what will happen to Steal traits – but you nailed the presentation.
Time is a river.
The door is ajar.
I’d like to see a future Guardian elite spec that utilizes the now-removed Tomes. In a reworked non-clunky way and this time not as elite skills but as Engineer-type kits.
The animations were fantastic and it really suited the Guardian theme!
The Cleric!
Not sure about the new weapon though. We have all the scholarly-associated weapons already: i.e. focus, staff, and scepter. And clerics in RPGs are traditionally associated with bludgeoning weapons: mace and hammer.
Maybe if ArenaNet introduced the ‘wand’ as a new weapon type?
Yeah, the only current unavailable weapon that would make sense on the Guardian is Warhorn. I’d be totally okay with elite specs adding something else than a weapon, especially for classes that have a wide selection available already.
Posted this as a submission to WP’s contest but figured I could post it here aswell.
A thief who… deceives: The Swindler (That’s a literal translation from a portuguese word. Hope it fits =P)
Great Concept, theres only one thing in this concept, that is not good and that I would change.
It is extremely way too much focused on being a Conditions Only Gameplay.
The whole Concept is way too much focused only on Confusion for a Condition Build.
Theres nearly nothing in this this whole Concept, that woudl make the concept very interesting to be played also too as power Build, because mostly everything is based on giving you effects for confusing enemies, or dealing the most DPS through Confusion.
That should be reconsidered. However, in my personal opinion it owuld be alot better, if the Thief would get in overall improved by great bits of this concept, by integrating Offhand Sword as a baseline feature of the Thief.
I personally absolutely don’t see the Offhand Sword as something, that is worth it for the Thief to make an Elite Specialization for it.
Elite Specializations should give the Thief NEW WEAPONS from existing ones, that it current’t can’t use, as like also the option of completely new weapon categories that would suit to the class.
Elements from this Concept surely can be reworked to work also with a different weapon.
I would redesign the concept of the Swindler around the FOCUS and make the Swindler not so extremely Condition only based, add to the concept something more of Shadow Arts, giving the Swindler the Gameplay of an stealthy Infiltrator that deceives foes to easily enter and leave places beign unseen.
Deceive should not be the exchanged Feature, at least not under this term.
Steal should get exchanged with the Feature of “Shadow Walking”, an improved version of Shadow Stepping, which deceives foes with the help of using Shadows alot better, turning Shadow Steps into Shadow Walks, where the Swindler automatically evades attacks while moving, instead of beign just only teleported to a location.
Look at this to the kind of Shadow Step Mechanic from Games like Blade & Soul, where the whole Animations around it are much better looking and fitting to what you would expect from an evasive Shadow Walking over an teleporting Shadow Step.
The Gameplay Movements, Animations ect of the B&S Assassin feel alot more like how the Thief Gameplay should be like, especially as a Swindler who deceives through Shadow Arts its foes
With setting more focus on deceiveful gameplay through improved Shadow Steps with evasive Shadow Walkings, reducing a bit the focus on the all Confusion Condition Build that was in your mind there clearly and adding more options to the Skilsl and Traits to make them overall also more useful to be played as Power Build, while making Offhand Sword a new baselined integrated Feature of the Thief to make the Thief a bit more versatile, I think this would be a much better solution for everyone, while adding this way also the gameplay of giving the Thief an Elite Specialization, that works and looks alot more like a deceiveful Master of Shadows, who might even use with the Focus some kind of “Shadow Magic” to give the Thief a Specialization, that looks and functionizes a bit more like a kind of Melee/Magic Hybrid through Shadow Arts.
Just my 0,02 Cent
imo best concept in here so far, unlike certain others, Ive seen in here so far which come over like in their used terms being much much worser than high concept dragonhunter level :/, that make me cringe hard from reading just only the class name
PS: also great job with the format and presentation, just shows,that this thign is no 2 minutes brainfart, but something, where alot of work went into, kudos
Couldn’t tell you weapons, but definitely could give theme ideas and names:
Necromancer: Ritualist
I’m really looking forward to the Reaper, but with it I think there should also be a branch that focuses more on the squishy-mage part of the Necromancer. The staff is already a good weapon, but something to go with it and potentially expand upon it would be cool.
Elementalist: Conjurer
Potentially my favorite idea is to create a class that revolves around pets for the elementalist. It would have to work differently from the necromancer in some aspect because otherwise it takes away from the uniqueness of necromancer minions, but I always thought this would be cool.
Mesmer: Illusionist/Enchanter
As a profession about manipulation, it would be cool to have a class where you can manipulate enemies to fight for you for periods of time.
Ranger: Shapekittener
Not sure as the druid will cover this, but a ranger that can shapeshift into animals (perhaps through stances) would be a nifty addition.
Thief: Sniper
I think giving the thief a solid ranged weapon that can be used from far away would be fantastic. We obviously don’t know the class’ HoT specialization but this would be a cool one.
Guardian: Paladin
Class that focuses a lot on healing while fighting and allow people that thought the Paladin was going to be the original archetype of the guardian to do so.
Warrior: Reaver
It would be cool to have it so that the less health they have, the more damage they do. Not very elaborate but could be a cooll concept.
Can’t think of one for engineer or revenant off the top of my head because I don’t have enough experience with either. Just my ideas :p
Mesmer Elite Spec : Hypnotist
PvP soft CC focused specialisation. Would revolve around enemy skill control.
Using a Shatter within 240 of the target would force them to use a random weapon skill immediately (taking their CDs from them, synergises with blind on Shatter).
Chill would be added to Shatters to work with this theme of forcing skills and making them take longer to return.
Utilities would be Glamours (replacing our current set but working with Glamour relate traits), they will be void zones, an example of one would be “Enemies cannot use Utility skill inside the area” (similar size to Nullfield), another would be a Taunt field (similar size to Veil), the 3rd might be forcing the enemy who enter/exit it to use their Heal (similar to Static Field on triggering so the foes could stand still inside to avoid the effect).
Elite would be “Mass Hysteria” forcing all enemies within 1200 to use their elite skill.
This plays into the chaotic nature of mesmeric power and messing with when the enemy gets to choose what they want to do, which was a big theme of GW1 but things like Diversion obviously can’t return so I tried to write the effects in a more GW2 friendly way. Now we’ve seen Taunt we know the engine can work with this sort of forced effect.
Wat.
What has infiltration in the way you describe got to do with swindling?
With swindling, it’s based on interaction with your target and using misdirection and deception in order to cheat something out of them. In other words, fraud.
Basing the Swindler around stealth and shadow-step game play just doesn’t make sense, whereas the original concept based around Deceive, Manipulations and Confusion fits in well with the swindler theme.
As for the concept being based too much around condition game-play I feel at a glance there’s enough there to make it workable to pure non-condition builds:
- Weapon Skills – Dance of Blades, Swift Riposte, Vile Shot.
- Buff – Persuasion (Crit Chance and Damage Reduction).
- Manipulations – Misleading Images, Swindler’s Bluff, Shameless Onslaught.
- 1 Trait Build – Forceful Bluff, Deceiver’s Frustration, Last Resource / Master of Deception.
Time is a river.
The door is ajar.
@ daibish:
Sure, and thats excactly why all Stealth Skills count in GW2 as “Deceptions”…
Hide in Shadows – Stealth Skill, Deception, cause you deceive your foe through vanishing right in front of their sight and appearign somewhere else again
Shadow Refuce > Deception (Stealth)
Blinding Powder > Deception (Stealth)
Shadowstep (Deception) (Shadow Step)
Smoke Screen (Deception) (Combo Stealth)
Your argument is not really fully fitting.
About the Condition Critisicm, it may be just my own perception, but that comes only from, because I read so much about Confusion only /confused xD
Infiltration is the mastering of deception, if you can’t master the Art of Deception, you’ll be the most poorest Infiltrator ever, because only when you know how to deceive enemies, you can infiltrate places, get in, and get out unseen and get your job done, without that anyone even noticed, that you were there.
Sure, a Swindler frauds, thats what you can understand out of it, when you look at its meanign from just a real world view point. But looking at it from a fantasy world view point, you could see into a Swindler also practically an Infiltrator, one, who masters Deception to the point, that he/she easily can not only just fraud enemies and make them believe into things as being real, when it’s in fact false, but can be also someone, who uses deceptions to make enemies do things, that they usually wouldn’t do under normal circumstances.
A Swindler basically deceives with his deceptions for others their perception for reality, so that they can infiltrate alot easier places, to get important and very valuable infos from enemies, which in return they can use to fraud enemies..
In the end its all just name gambling and trying to see the things more outside of the box, than just looking only onto the plain surface of the concept and taking a Swindler for what it is only in reality, when it could be just simply more in this fantasy game.
(edited by Orpheal.8263)
@ daibish:
Sure, and thats exactly why all Stealth Skills count in GW2 as “Deceptions”…
Hide in Shadows – Stealth Skill, Deception, cause you deceive your foe through vanishing right in front of their sight and appearign somewhere else again
Shadow Refuce > Deception (Stealth)
Blinding Powder > Deception (Stealth)
Shadowstep (Deception) (Shadow Step)
Smoke Screen (Deception) (Combo Stealth)Your argument is not really fully fitting.
Infiltration is the mastering of deception, if you can’t master the Art of Deception, you’ll be the most poorest Infiltrator ever, because only when you know how to deceive enemies, you can infiltrate places, get in, and get out unseen and get your job done, without that anyone even noticed, that you were there.
Sure, a Swindler frauds, thats what you can understand out of it, when you look at its meanign from just a real world view point. But looking at it from a fantasy world view point, you could see into a Swindler also practically an Infiltrator, one, who masters Deception to the point, that he/she easily can not only just fraud enemies and to believe into something as being real, what is in fact false, but also as someone, who uses deceptions to make enemies do things, that they usually wouldn’t do under normal circumstances.
A Swindler basically deceives with his deceptions for others their perception for reality, so that they can infiltrate alot easier places, to get important and very valuable infos from enemies, which in return they can use to fraud enemies..
In the end its all just name gambling and trying to see the things more outside of the box, than just looking only onto the plain surface of the concept and taking a Swindler for what it is only in reality, when it could be just simply more in this fantasy game.
There’s looking outside the box and then there’s completely throwing the original concept and meanings of the words out of the window.
Swindling – Misdirection through interaction with the person, which means their attention is going to be on you. You want their attention on you, for the most part, so it’s not on what you’re trying to do.
Infiltration – Misdirection through diverting that person’s attention away from you to enter sneakily, either through distraction or being unassuming.
The thing they have in common is that you’re deceiving them.
However, when you look more into the nuances on what makes them different (drawing attention to you vs away from you), it allows you to create two different play-styles for that class:
Swindling – More of a ‘duelist’ – for lack of a better word – game-play through feints and bluffs to confuse your enemy.
Infiltrator – More of a sneaky game-play using stealth and your environment to get to the back line.
Saying they’re essentially the same is denying the opportunity to analyse what these words mean and developing play-styles around the image these words evoke, and this is why I say the original concept fits way better thematically.
Time is a river.
The door is ajar.
I think a musical mesmer themed specialisation could be fun.
This was in my head too! Only my idea is a bit weird. Playing a shortbow like a harp. Using sound-waves (like underwater combat trident).
I’d give them “shouts”.
Though this as far as my weird idea goes. >n<’’
This may just derive from me wanting a class I play to finally get “The Dreamer” xD
I really wanna see 2-hand axe added though. I can see it fitting Rev and Warrior really well.
I would also mostly like to see Rev get more main hand weapons. Crazily enough, I wanna see them get Scepter. >.>’’
AND! I wanna see what they do with the tomes removed from Guardian’s elite skill line up. I have been trying to hard to conjure an idea of what weapon they’d use to reincorporate them again. But I can’t
I’m really happy that the Swindler caught your attention. The inspiration behind this specialization was my old D&D rogue that was constantly checking his Bluff against Sense Motive, so in essence, it is all about keeping your enemies focused on you while you try to deceive them and manipulate their perception of the fight to your advantage. That creates a very distinct playstyle of the current thief who relies on not being seen and having always the element of surprise by his or her side. The Swindler wants you to focus on him, he wants you to think that you can take him down while he hides a sharp knife up his sleeve.
Thematically, confusion seemed like the perfect fit for this style of gameplay. The Swindler is supposed to have a “high risk; high reward” playstyle since you’re up close to your enemies, bluffing your way through their defences. It is indeed a Confusion-Centric specialization (built to synergize well within itself), however I wanted to make it worthwhile to spec into Swindler even though you aren’t interested in condition application through providing some good options for non-condi builds in the trait line, the Manipulation Skills and the sword skills.
I’m really happy to hear what you guys think, and to feel the appreciation towards the effort (graphic and conceptual) that went into designing this spec. Thanks a lot =)
necro spec:
Summoner
Weapon: sword
Skill types: conjured weapons
Class mechanic: Shroud removed. Gains F1-F5 skills each depending on heal/utility/elite skill equipped. Gaining life force now recharges all your skills by x%
It’s a pure dmg/boons/pve/dungeon god/meta class of my dreams
@daibish
Good point, but have to disagree with you about it, that I don’t throw the meanings out of the window.
I just tried only not to make out of the Swindler a kind of Black/White decision about, what they are and what they aren’t.
You know surely as good as me, that very often class concepts about X and Y can become a kind of Grey by just combining both elements in games and thats literally what I tried here to say, that a Swindler must not be only all about getting the attention, because in the end, the Swindler is still partwise a Thief, whos all about deceiving foes to get save away and to get to places being unseen.
Becoming a Swindler doesn’t kind of change the fact suddenly what your origins still are/were, because 2/3rd or your overall Gameplay will still come from the Thief.
You are still able to use all the Thief Utility Skills and Weapon Skills as a Swindler to make usage of their Gameplay, so I see nothing wrong in it to add also to the Swindler gameplay elements, that can be used in both ways – as you like, either to engage into combat to draw attention, or to disengage and deceive foes from you and your location, instead of designign the Concept only 100% about engaging and drawing the attention to you, because this would be a very one sided Gameplay.
I simply see the Swindler as an Elite Specialization, that perfectionizes Shadow Arts into both directions, that is no black or white kind of Spec, but uses his perfectionized Shadow Arts into both directions as the situations require it.
Fact is, Deception so far in GW2 is all about Stealth and Shadow Steps.
So it would be kind of weird, if a Swindler, who should be better at deceiving than a normal Thief, doesn’t make usage of these basics then anymore, or even like I suggested it here, improves those basics into a form that the simple Thief isn’t able to use.
(Shadow Stepping > Shadow Walking to improve the mechanic to a much better working Dodge Mechanic, so that you could become with this lesser dependant on Stealth)
PS: as I said also, i see parts of the concept, better to be integrated into the Core thief Gameplay, than to make an E-Spec out of I. It would be much better to integrate the offhand Sword just baseline into the Thief, as I think the whole other half of this Concept would make with the Focus more sense.
Just a couple of ideas:
Engineer – Commando; already been done in GW1, just port it to GW2!
Elementalist – Abjurer; Dual Wield Shield or as 2hand weapon (all 5 skills), Utilities are Wards, weapon skills are all Arcane with prismatic colors (think Bifrost) and focus on combining PBAoE with boonstrip and reflects.
Necromancer – Outsider; Off hand Torch, Utilities are Shifts (kit like skills that replace weapon skills and visual avatar), Torch skills focus on various ranged fields with deleterious effects, Shifts cause Outsider to take on an Alien aspect (think Cthulhu and ilk), Outsider Shroud focuses on movement skills and stun breaks (i.e. piercing the veil between realms).
Guardian – http://wiki.guildwars.com/wiki/Smite
Smiting would work wonders in Orr.
I’d like to see a future Guardian elite spec that utilizes the now-removed Tomes. In a reworked non-clunky way and this time not as elite skills but as Engineer-type kits.
The animations were fantastic and it really suited the Guardian theme!
Forgot about this but yes, the next Guard elite spec absolutely must be this, although problem is having a certain dev in charge of it is a recipe for disaster.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
Specialisation: Deceiver
Profession: Mesmer
Weapon: Off Hand Dagger
Utilities: Cloaking
Mechanic Change: Flash Cloak
Background
Deceivers will focus on over whelming the enemy by vanishing from sight only to attack moments later. And by cloaking illusions as well as allies to create a feeling of misdirection and surprise. You are fighting one deceiver who vanishes then reappears as four.
Flash Cloak: Flash cloak is a new shatter skill that will stealth nearby allies for each illusion shattered for a few seconds.
Dagger
• Skill 4: Now You See Me – Stealth for a few seconds. The skill becomes Mind Stab while is stealth. Mind Stab deals a critical hit that applies confusion and dazes the target if hit from behind.
• Skill 5: Phantasmic Assassin – Summons a phantasm that shadowsteps three times attacking random enemies. When it lands it stealths it’s self for a few seconds before reappearing and attacking again.
Utility
Heal
• Fight or Flight –Stealth self and heal for X amount of seconds. If you break stealth before it expires you are healed for X amount more.
Utility
• Closed Curtain – Create an ethereal wall that hides all allies standing behind it from the enemies view.
• Flank Assault – Stealth yourself and your illusions. Resets cool down on phantasms and clone’s next attack becomes Mind Stab.
• Don’t Blink – Blink behind target and perform Mind Stab, then stealth for 3 seconds.
• Fake Out – All illusions charge in like to shatter, but no not shatter. Gain stealth for 5 seconds.
Elite
• Shattered Mirror – Summon an illusionary mirror overhead that shatters into Mirror Shards around the field. Mirror Shards grant 2 seconds of stealth and reflection to projectiles when picked up by you or allies.
YOUR ideas for elite specializations
in Guild Wars 2: Heart of Thorns
Posted by: Duke Blackrose.4981
Guardian
Inquisitor – elements of necromancer with MH dagger, virtues become marks
Mesmer
Gunslinger – MH pistol, Thief elements, Trick utilities. Shatters modify each clone/phantasms next attack rotation instead of shattering them.
Bard – Warhorn, shouts, summons clones and phantasms produce notes that you can combine to form buffing songs when you shatter.
Necromancer
Wraith – Torch, Elementalist elements, Deathshroud gains large fire AoEs
Ranger
Strider – OH Sword, Warrior elements. Physical utilities. Pet F2 skills swapped out for synchronized attacks between Ranger and pet.
Thief
Spellthief – OH Sword, Mesmer elements. Mantras. Steal takes the opponent’s last-used utility skill for your own use.
Engineer
Sniper – Longbow, Ranger elements. Traps. Tool belt skills modify your attacks with special ammunition.
Here is a small preview of my idea for the Warrior’s Berserker Elite Specialization.
Here is a picture of some of the skills and some of the traits. http://imgur.com/EZyzrLW
Enrage is the F2 skill that uses up Adrenaline for added damage and stats increase. uses up over time while activated.
Skill type = Conjure.
Weapon Type = Torch.
Well, since we have already seen that the Engineer is getting the hammer and flying bots, here is my idea;
Aeronaut: Engineer
Weapon: Hammer
Mechanic: Aeronautical Modification
Hammer – Melee capabilities, CC with magnet-themed abilities, close ranged AoE (and Turret Heals?)
Engi clearly lacks melee and really needs the hammer. nuff said.
Aeronaut – Turn turrets into slightly less effective, but flying bots that follow you.
I know I have placed a turret, and then the fight quickly moves out of the turrets’ AoE circle and they become pointless. Following bots would be much more useful, but for balance it would make sense to make them weaker or less effective to some degree. But totally worth it.
The Aeronaut would fit very well into the GW2 universe as well, with air ships and steampunky feel to some things. I would not be surprised if this actually turned out to be something very close to the Engi Elite Spec.