WIP
I thought of a way that more weapons could be added to professions. Well it’d probably be just one weapon per profession to keep things balanced and easy.
The idea is:
A Central Tyria Mastery Tree: Weapon Training [Gives Player Access to a “Training” (name subject to change) line under the Training panel that gives access to a new weapon and adjustments* to traitlines]
*Traitline Adjustments possibly add a toggle function if they end up altering a trait or traits completely
3/5 Tiers of the Mastery that unlock access to the new weapon’s skills (1-5) as well as access to the trait adjustments.
This will make use of the useless, remaining hero points. Unless ANET already had a plan for those.
So it wouldn’t be a specialization or trait line, it’d be kinda like a mod. Training in the extra weapon will gradually give access to each weapon’s abilities 1-5. It would also make changes to different traits. IE, sword, axe bonuses + weapon training = mace bonuses (just to make a point, dont think theres a trait like that)
To be honest I came up with this idea because I want eles to be able to use swords.
I’ll be sharing some weapons/profession abilities I came up with later.
EDIT:
I will describe abilities after the weapons list. I tried to go for opposing weapons in comparison to Elite Specs. IE: Mesmers received an offhand, i suggest a main hand. Exceptions being ranger and thief.
Note that I haven’t thought of numbers. So stacks of conditions or boons, durations, and ranges I haven’t thought of.
Profession | Weapon
Elementalist | Sword
Necromancer | Torch
Mesmer | Axe
Ranger | Rifle
Thief | Rifle
Engineer | Mace
Warrior | Staff
Guardian | Axe
Revanent | Longbow
Elementalist Sword Abilities
So what I focused on close combat, all around combat (balanced offense/defense) and terraforming.
Fire:
1) Slash (Damage), Slash (Damage), Stab (Damage + Small Stack/Duration of Burning)
2) Moderate sized terraforming. Stabs ground and creates a burning field (fire field).
3) Block. Successful block launches a slow moving fire ball that burns those it passes through, exploding on its intended target. Short range. Blast finisher. Unsuccessful block creates a small AoE flame burst that damages and grants might (allies) and applies blind.
Water:
1) Slash (Damage), Slash (Damage + AoE Heal), Stab (Damage + Vulnerability)
2) Moderate sized AoE terraforming. Stabs ground and creates a chilling zone that applies vulnerability and regen (allies). (Water field).
3) User rides a wave a short distance that damages and knocks back the target while knocking down enemies (not damaging) caught in the wave. Leap finisher. (Inspired by Engineer Oil Slick)
Air:
1) Slash (Damage), Slash (Damage), Stab (very brief daze/stun)
2) Small AoE electric field ground stab that grants quickness and superspeed. Lightning Field.
3) Throws an electric spear a short distance that damages and applies slow on enemies.
Earth:
1) Slash (Damage + Bleed), Slash (Damage + More bleeds), Stab (No damage, just bleeds)
2) Large AoE terraforming ground stab. Creates a mud field that cripples enemies and applies damage over time. Also grants protection to allies.
3) User slashes at the ground launching a projectile at the enemy, immobilizing them. Short range.
Necromancer Torch Abilities
The main focus here was ichor and tar. Necromancers don’t seem to have much manipulation of it and risen seem to use it often.
4: Ichor Breath. Small range damaging ability that applies slow + burning.
5: Burst of tar (description, not name). AoE damage + weakness + immobilization. Foes are more vulnerable to burning,
Mesmer Axe Abilities
I focused more on making the enemies disoriented.
1) Slash (damage), Slash (damage + slow), whirl (damage + confusion)
2) Hack at enemy, retreat backwards and create a clone that goes through the basic attack chain (significantly weaker condis from the clones)
3) Axe throw. Causes confusion and vulnerability.
Ranger Rifle Abilities
Rangers should be able to hunt, right? Go after big game?
1) Bang (Damage)
2) Bird shot. (Big bleeding + small damage)
3) Bear trap. Lays a trap that damages and immobilizes.
4) Tracker. No damage. Reveals enemies and applies slow.
5) Buck Shot: Long range. Heavy damage. Cripple.
Thief Rifle Abilities
Snipers anyone? I tried to make this one more unique… may change things.
1) Bang (damage)
1 Stealthed) Double shot, bonus damage and daze?
2) Read the winds and gain bonus fury and might.
3) Brief stealthing ability. (no damage. essentially a smokescreen.)
4) Use your rifle to blink to a different location (short range). Does no damage and puts abilities on cooldowns (half)
5) Charging ability. Less time charged = less damage. More time charged = greater damage.
Engineer Mace Abilities
Let’s face it, they needed another melee weapon.
Planned this one like I was hitting someone with a wrench… oh wait…
1) Bash (damage), Bash (damage + self fury), Bash (damage + vulnerability)
2) Smack (stacks of vulnerability + stacks of fury)
3) Jab, upper cut style bash, and downward bash. daze, followed by confusion + slow, then 12 stacks of vulnerability which deplete quickly.
(edited by XexustheSilver.6097)