Defender: They defend they’r allies with a giant shield or shield bubbles (or something else), the concept is that you keep behind them as they walk to the front line, you cant pass through they’r shield and it blocks projectiles but he takes the projectile damage (maybe or partially), they also have some resistense ans sustain traits.
Already in the game. It’s called Guardian.
Battle Mage: If you running a elemental, a condi necro or something alike, this is for you, increase all ground targeting range and radius and they do more damage. Basically
you’re the guys thats keep behind everyone using area spells.
Already in the game, called Elementalist. We don’t need Range increases.
Marksman: All your single target skills have high increased range, and a bit of damage maybe. Just imagine a line of marksmans on a wall or a back line (long bow rangers rifle engis and war) shooting at a high distance.
Changing how range works (Allowing it to be useful from walls) is the only thing I can see. Rifle Warriors and Longbow Rangers otherwise already fill this job. (Rifle Warriors need their pierce on AA back!)
Médic: You can revive allies even in combat, you have increased healing power and when you get up a downed allie he starts with more HP and buffs. Also, you can heal special condition from…
This is possible with all sorts of classes.
Trapper: Can put special traps to slow down or bait enemy squads, some of them alert enemy location, some take supplies, some inflict special conditions that can only be removed by a médic (you have médic NPCs on keeps) like a poison that keeps you in combat or a small slow debuff. Works good with…
We already have traps.
Scout: Can either follow enemy squads steps to see where they’re hitting next or stay next your squad watching for enemy ambushs while they storm a keep, they have a (maybe) perma out of combat stealth and area revealed, they can also see nearby enemies as red dots on minimap. Only another scout or a assassin can a scout, as they have a strong revealed skill, but you can also reveal them with normal profession skills.
Thief can do this already?
Fighter: The front line warriors, they get increased resistence and damage the more enemies nearby and get a % of damage as healing (works good with that warrior and guard build with lots of blocks going berserk diving on enemy squads).
Warriors and Guardians already have all but the scaling defenses.
Builder: The only one who can build siege in combat, if a ally interact with siege site while in combat, they just drop they’r supplies on the siege site and when the build interact with it they use the supplies dropped there to build. They also have some improved siege use and build faster and more effectively.
This is the only thing I see working, but not really necessary.
Assassin: They can get on the enemy back line and kill the marksman or the commander, with a high backstab skill and a stealth that looks like a scout, they make the other guys need a trapper trapping around they’r back line to catch a assassin or a scout to warn them.
Thieves and mesmers can already do this.
General: I was thinking a concept of a guy that keeps buffing allies and just a general presence make allies inspired and stronger, like a special buff like outnumbered, only used by the commander (and when them die… well… you’re not inspired anymore!)
Warriors, Guardians, and Chronomancers already do this.