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BEST Cantha E-spec Ideas!!!

Swagger.1459Swagger.1459 Member ✭✭✭✭
edited March 17, 2020 in Professions

These are the absolute BEST E-Spec ideas EVER! Anet WILL sell 5,000,000 more copies of the Cantha Xpac if these MOST AMAZING E-Specs are included! I guarantee it!!! Enjoy!

Elementalist (Ranged Condition Damage)

  • Shortbow Condition E-Spec. This spec will be different in that the weapon skills are the SAME regardless of Attunement, BUT the arrows have different effects tied to them based off of Attunement. Examples... Fire Attuned arrows cause Burning. Water arrows do moderate damage plus ally healing from arrows passing through them. Earth arrows cause Bleeding. Air arrows have have faster projectile speed and/or increased range.

Engineer (Ranged AoE Damage and AoE Support)

  • Longbow - Hybrid AoE damage and AoE heal and non-heal ranged support spec. Fires canisters attached to arrows that have different damage and support effects.

Guardian (Ranged Damage)

Mesmer “Songstress" (Area Team Heal and Non-Heal Support)

  • Warhorn weapon- A moderate damage spec, with clones, illusions, phantasms, and all F2 skills CHANGED to be team heal and non-heal support based, NOT damage or CC based. Warhorn skills produce multiple transparent illusions (NOT CHARACTER COPIES) that are used to buff allies when F2 skills are used.These illusions CANNOT be destroyed, and are only replaced when a warhorn skill is used again.

Necromancer “Bloodletter” (Mobile (YES MOBILE) Melee Damage or Ranged AoE Damage and AoE Heal Support)

Ranger “Fury” (Ranged AoE Damage)

Revenant “Nightmare” (Melee AoE Damage)

Thief “Shadow” (Area Team Regen and Non-Heal Support)

  • REWORK STEALTH FIRST https://en-forum.guildwars2.com/discussion/60005/stealth-rework-2-0 THEN MAKE... Focus E-Spec (All Off-Hand weapon skills emit dark "Shadow Magic” effects- This spec IS A TEAM SUPPORT BASED build that provides AoE regen, movement speed buffs, movement impairment defenses and team (REWORKED) Stealth buffs as seen in the link provided.

Warrior (Ranged Damage and Heal Support)

You are all welcome!

Comments

  • Kodama.6453Kodama.6453 Member ✭✭✭✭

    Does the engineer spec have a chemical theme?

  • lLobo.7960lLobo.7960 Member ✭✭✭

    @Swagger.1459 said:
    Elementalist (Ranged Condition Damage)

    • Shortbow Condition E-Spec. This spec will be different in that the skills are the SAME regardless of Attunemeny, BUT the arrows have different effects tied to them based off of Attunement. IE: Fire Attuned arrows cause Burning. Water arrows do moderate damage plus ally healing from arrows passing through them. Earth arrows cause Bleeding. Wind arrows have have faster projectile speed and/or range.

    Elementalist specs should not focus on condi or direct dmg. These are what the attunement traitlines are for.
    The E-spcs for ele focus on how the attunements work (tempest stays longer in attunements for overloads, weaver quick swap attunements for bonuses and dual skills)
    That being said, I made a post with a similar idea HERE.
    The idea of an elite spec that have attunements as just bonuses is a nice way to change Ele gameplay and open opportunity to attune to different elements at the same time combining not only the bonuses that attunements give by the new elite spec, but traitline bonuses also.
    Also, Longbow gives more range than shortbow, and that is what Ele needs, a long-range single target weapon.

  • Lan Deathrider.5910Lan Deathrider.5910 Member ✭✭✭✭

    Shove that warrior staff in the trash bin and give pistol/pistol. Let Guardian have a Condi short bow.

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited March 16, 2020

    Ranger ronin spec with off hand sword complete with dual katana skins. Have animal print on back of kimono that leaves the kimono in spirit form to aid in combat. Chose ranger cuz warrior,rev and thief swords or gs skills dont suit samurai/ronin fighting style, or atleast do far less than rangers do, lb included.

  • Kodama.6453Kodama.6453 Member ✭✭✭✭

    @Swagger.1459 said:

    @Kodama.6453 said:
    Does the engineer spec have a chemical theme?

    "Fires canisters attached to arrows"

    I will take that as a yes, even if it doesn't really answer the question since canisters can contain alot of different stuff.

  • Swagger.1459Swagger.1459 Member ✭✭✭✭
    edited March 16, 2020

    @Kodama.6453 said:

    @Swagger.1459 said:

    @Kodama.6453 said:
    Does the engineer spec have a chemical theme?

    "Fires canisters attached to arrows"

    I will take that as a yes, even if it doesn't really answer the question since canisters can contain alot of different stuff.

    We can obviously let imaginations run wild in the world of fantasy, but something has to go inside of a "canister" and we can kinda imagine some chemical compounds inside that produce different effects. Can fantasy chemicals be infused with fantasy "magics"? Yup, but I think we can all agree that a canister would have to be filled with something, and given the nature of the spec I put it on it wouldn't be hard to imagine that an Engineer, who has a background in https://wiki.guildwars2.com/wiki/Alchemy, couldn't learn new things about alchemy from inside of Cantha 250 years later.

  • Antycypator.9874Antycypator.9874 Member ✭✭✭

    I just hope ANet will make specs equally good for condi and power damage because I don't want to be locked into only condi or only power damage.
    Thief should get an Axe — focused on shadowstepping (like throwing weapon and teleporting).

    Master of garbage builds and being useless.

  • Swagger.1459Swagger.1459 Member ✭✭✭✭

    @Antycypator.9874 said:
    I just hope ANet will make specs equally good for condi and power damage because I don't want to be locked into only condi or only power damage.
    Thief should get an Axe — focused on shadowstepping (like throwing weapon and teleporting).

    A spec has to have a direction. Devs wanted Reaper to be more power based and Scourge more Condi based. I don't think it would be a good direction to make everyone a hybrid, especially when there are a playstyle options through weapons and e-specs, and the plethora of gear options to tailor builds.

  • Zoser.7245Zoser.7245 Member ✭✭✭
    edited March 16, 2020

    @Swagger.1459 said:

    Mesmer “Songstress" (Area Team Heal and Non-Heal Support)

    • Warhorn weapon- A moderate damage spec, with clones, illusions, phantasms and all F2 skills ARE CHANGED to be team heal and non-heal support based, NOT damage or CC based. Warhorn skills produce multiple transparent illusions (NOT CHARACTER COPIES) that are used to buff allies when F2 skills are used.These illusions CANNOT be destroyed, and are only replaced when a warhorn skill is used again.

    The them of a healer will not work with illusions. The independent AI can't follow you properly in a dynamic combat while in movement. Doesn't even fit the theme of oriental Martial Arts. For a warhorn based on song, a buffer no based on boons instead of its own unique buffs makes more sense, and combined with debuffs not based on boon removal like Minister Reiko Murakami of the Ministry of Purity from Canthan empire . That also don't fit the moderate damage roll as once you combine the buff and debuffs the relative damage will be high with your combos. How fast you can buff and debuff plus the cooldowns will be the key of the design. If you make it feel cluncky like the Chronomancer now or with a slow ramp up, it'll be relegated only to raid, like the Chronomancer already be. High damage under a controlled situation, raids, undesirable elsewhere, so it is a wasted specialization almost not played today.

    I see two options for the new mesmer and a song theme:

    Option 1: Buffer/Debuffer.
    Option 2: Control through sound. Something that is even used in real life. That will imply CC embembed in the specialization. It'll need a big split effort between competitive modes and PvE to make it usefull in both sceneries.

    Even a mix of both not make too hard each feature with a 50/50 of each one. Anyways a rol that will be hated again in competitive, its a mesmer!!! But, at least, funny to play and not a useless healer/support based on AI. Although illlusions will still be there due to the actual skills. The only alternative could be rework every illusion with an alternative for the specialization.... Too much work. But with time and resources something possible and if you code it properly even reusable for the future and for other ideas in future specializations. Maybe, if i find enough time, i'll think in how to alter all illusions in a reliable way without a lot of programming work and post it in the mesmer subforum together with a new specialization idea. It'd be nice if devs, at least, read it.

  • Swagger.1459Swagger.1459 Member ✭✭✭✭

    @Zoser.7245 said:

    @Swagger.1459 said:

    Mesmer “Songstress" (Area Team Heal and Non-Heal Support)

    • Warhorn weapon- A moderate damage spec, with clones, illusions, phantasms and all F2 skills ARE CHANGED to be team heal and non-heal support based, NOT damage or CC based. Warhorn skills produce multiple transparent illusions (NOT CHARACTER COPIES) that are used to buff allies when F2 skills are used.These illusions CANNOT be destroyed, and are only replaced when a warhorn skill is used again.

    The them of a healer will not work with illusions. The independent AI can't follow you properly in a dynamic combat while in movement. Doesn't even fit the theme of oriental Martial Arts. For a warhorn based on song, a buffer no based on boons instead of its own unique buffs makes more sense, and combined with debuffs not based on boon removal like Minister Reiko Murakami of the Ministry of Purity from Canthan empire . That also don't fit the moderate damage roll as once you combine the buff and debuffs the relative damage will be high with your combos. How fast you can buff and debuff plus the cooldowns will be the key of the design. If you make it feel cluncky like the Chronomancer now or with a slow ramp up, it'll be relegated only to raid, like the Chronomancer already be. High damage under a controlled situation, raids, undesirable elsewhere, so it is a wasted specialization almost not played today.

    I see two options for the new mesmer and a song theme:

    Option 1: Buffer/Debuffer.
    Option 2: Control through sound. Something that is even used in real life. That will imply CC embembed in the specialization. It'll need a big split effort between competitive modes and PvE to make it usefull in both sceneries.

    Even a mix of both not make too hard each feature with a 50/50 of each one. Anyways a rol that will be hated again in competitive, its a mesmer!!! But, at least, funny to play and not a useless healer/support based on AI. Although illlusions will still be there due to the actual skills. The only alternative could be rework every illusion with an alternative for the specialization.... Too much work. But with time and resources something possible and if you code it properly even reusable for the future and for other ideas in future specializations. Maybe, if i find enough time, i'll think in how to alter all illusions in a reliable way without a lot of programming work and post it in the mesmer subforum together with a new specialization idea. It'd be nice if devs, at least, read it.

    Anything can work in a make-believe fantasy world.We are only limited by our imagination.

  • Kaizer.8261Kaizer.8261 Member ✭✭

    Engineer (Ranged AoE Damage and AoE Support)

    • Longbow - Hybrid AoE damage and AoE heal and non-heal ranged support spec. Fires canisters attached to arrows that have different damage and support effects.

    For Engineer i was thinking about Dagger on Main and Offhand, a mix between Condi DPS and Support with Cleanse/Heals.

    His mechanic could involve a ressource bar that would be consumed by his habilities, and his Toolbelt F5 i was thinking about something like:

    • "Alchemical Mist" - Upon activation, creates a mist of Chemical Components arround yourself applying conditions to enemies and healing allies.

    The idea with this hability is that it interacts with other skill, either from Daggers as well from the other skills you'll unlock within the Spec, like some skills set the Mist in fire or even chill foes while the hability is active. Others could cleanse allies or apply buffs such as might, resistance or regen. The idea is while you have the Alchemical Mist active, you'll be a powerhouse until the ressource bar is depleted, something similar to holosmith.

  • Lily.1935Lily.1935 Member ✭✭✭✭

    Necromancer: Diabolist
    Minion master elite spec with a Shield. Possibly hammer. Might have a good idea for it... Uses life force to summon Stygians from the Stygian Veil in the realm of torment. Their demonic pacts allow them to pay the price in blood to empower their minions and their allies. This hyper offensive spec offers the necromancer the ability to use both their life force and their own health as a resource to rend foes to shreds, dragging them into torment as they do. This elite spec uses Sacrifice skills to use their own life to support allies and minions alike or just pull foes into death.

    Mesmer: Siren
    Control and damage is the name of the game. This elite spec would have the Trident or warhorn as its weapon of choice. With their soothing or disorienting songs the Siren rips away at their foes defenses and ring in their ears deceiving their sense of hearing even causing them to hallucinate and experience an unsettling fear as they struggle with the build of of anxiety. Much like a waking nightmare. The Siren replaces its shatters with songs that build in potency and radiance the more illusions are destroyed to create these short lasting hex like fields. Foes caught in their unsettling song will find themselves disoriented and confused as their attacks hurt themselves more than their targets. This elite spec also uses Shouts which unlike other shouts will have cones or targets circles to strike at foes or aid allies from a distance.

    Thief: Umbramancer
    Through shadows and darkness, the Umbramancer uses Scepter and Focus to channel their shadow magics so they can fade into your own shadows. Striking from a distance with a hand in darkness, these unique thieves take contract killing to a religious art. The Ministry of Purity have cracked down on Assassins in decades prior, so they had to come up with new magics to strike foes without ever being close enough to have a finger pointed at them. This elite spec would use the skill type meditations or wells. Not sure which. Keep your eyes to the shadows, friend. For if you don't your head may already be gone.

    Elementalist: Celestial
    With mastery of elements and a connection of mind to the heavenly bodies, the Celestial can enter a pure form of Mana of Arcane power. Their strength lies in this 5th element they have acquired through their study of the stars. They truly have become closer to the stars. Their weapon of choice is a long bow as no other weapon can touch the heavens. Summons, a new skill if choice these elementalists summon Heavenly creatures to aid them in battle, taking on forms of the constellation itself. They only aid for a short time, but in that time they have devastating power.

    Guardian: Purifier
    Some ideals become perverted in their quest for virtue of the empire. The Purifier exemplifies the way Nationalism twists one's own Virtues into Zealous fury. The Purifier claims to be a healer but abandons their shield in favor of an off hand sword so they can shake down their foes. The Purifiers who have escaped from the Xenophobic empire and Ministry of Purity take their fury out in rebellion against their tyrannical rule. Their new mechanic, zeals displays their highly aggressive nature which complements their corruption skills which further shows how far they've pulled from their core beliefs.

    That's all I've got for now... I know what I want for rev and Engineer but flavor fit is a bit more difficult. And as for ranger and warrior, again it's a flavor fit for ranger and I just don't care about warrior... Sorry warrior players...

  • @Lily.1935 said:
    Necromancer: Diabolist
    Minion master elite spec with a Shield. Possibly hammer. Might have a good idea for it... Uses life force to summon Stygians from the Stygian Veil in the realm of torment. Their demonic pacts allow them to pay the price in blood to empower their minions and their allies. This hyper offensive spec offers the necromancer the ability to use both their life force and their own health as a resource to rend foes to shreds, dragging them into torment as they do. This elite spec uses Sacrifice skills to use their own life to support allies and minions alike or just pull foes into death.

    Mesmer: Siren
    Control and damage is the name of the game. This elite spec would have the Trident or warhorn as its weapon of choice. With their soothing or disorienting songs the Siren rips away at their foes defenses and ring in their ears deceiving their sense of hearing even causing them to hallucinate and experience an unsettling fear as they struggle with the build of of anxiety. Much like a waking nightmare. The Siren replaces its shatters with songs that build in potency and radiance the more illusions are destroyed to create these short lasting hex like fields. Foes caught in their unsettling song will find themselves disoriented and confused as their attacks hurt themselves more than their targets. This elite spec also uses Shouts which unlike other shouts will have cones or targets circles to strike at foes or aid allies from a distance.

    Thief: Umbramancer
    Through shadows and darkness, the Umbramancer uses Scepter and Focus to channel their shadow magics so they can fade into your own shadows. Striking from a distance with a hand in darkness, these unique thieves take contract killing to a religious art. The Ministry of Purity have cracked down on Assassins in decades prior, so they had to come up with new magics to strike foes without ever being close enough to have a finger pointed at them. This elite spec would use the skill type meditations or wells. Not sure which. Keep your eyes to the shadows, friend. For if you don't your head may already be gone.

    Elementalist: Celestial
    With mastery of elements and a connection of mind to the heavenly bodies, the Celestial can enter a pure form of Mana of Arcane power. Their strength lies in this 5th element they have acquired through their study of the stars. They truly have become closer to the stars. Their weapon of choice is a long bow as no other weapon can touch the heavens. Summons, a new skill if choice these elementalists summon Heavenly creatures to aid them in battle, taking on forms of the constellation itself. They only aid for a short time, but in that time they have devastating power.

    Guardian: Purifier
    Some ideals become perverted in their quest for virtue of the empire. The Purifier exemplifies the way Nationalism twists one's own Virtues into Zealous fury. The Purifier claims to be a healer but abandons their shield in favor of an off hand sword so they can shake down their foes. The Purifiers who have escaped from the Xenophobic empire and Ministry of Purity take their fury out in rebellion against their tyrannical rule. Their new mechanic, zeals displays their highly aggressive nature which complements their corruption skills which further shows how far they've pulled from their core beliefs.

    That's all I've got for now... I know what I want for rev and Engineer but flavor fit is a bit more difficult. And as for ranger and warrior, again it's a flavor fit for ranger and I just don't care about warrior... Sorry warrior players...

    I love these ideas for the future specs ! I can especially see celestial on ele (since ele is my main)

  • Super Hayes.6890Super Hayes.6890 Member ✭✭✭✭

    @Lily.1935 said:
    Necromancer: Diabolist
    Minion master elite spec with a Shield. Possibly hammer. Might have a good idea for it... Uses life force to summon Stygians from the Stygian Veil in the realm of torment. Their demonic pacts allow them to pay the price in blood to empower their minions and their allies. This hyper offensive spec offers the necromancer the ability to use both their life force and their own health as a resource to rend foes to shreds, dragging them into torment as they do. This elite spec uses Sacrifice skills to use their own life to support allies and minions alike or just pull foes into death.

    Mesmer: Siren
    Control and damage is the name of the game. This elite spec would have the Trident or warhorn as its weapon of choice. With their soothing or disorienting songs the Siren rips away at their foes defenses and ring in their ears deceiving their sense of hearing even causing them to hallucinate and experience an unsettling fear as they struggle with the build of of anxiety. Much like a waking nightmare. The Siren replaces its shatters with songs that build in potency and radiance the more illusions are destroyed to create these short lasting hex like fields. Foes caught in their unsettling song will find themselves disoriented and confused as their attacks hurt themselves more than their targets. This elite spec also uses Shouts which unlike other shouts will have cones or targets circles to strike at foes or aid allies from a distance.

    Thief: Umbramancer
    Through shadows and darkness, the Umbramancer uses Scepter and Focus to channel their shadow magics so they can fade into your own shadows. Striking from a distance with a hand in darkness, these unique thieves take contract killing to a religious art. The Ministry of Purity have cracked down on Assassins in decades prior, so they had to come up with new magics to strike foes without ever being close enough to have a finger pointed at them. This elite spec would use the skill type meditations or wells. Not sure which. Keep your eyes to the shadows, friend. For if you don't your head may already be gone.

    Elementalist: Celestial
    With mastery of elements and a connection of mind to the heavenly bodies, the Celestial can enter a pure form of Mana of Arcane power. Their strength lies in this 5th element they have acquired through their study of the stars. They truly have become closer to the stars. Their weapon of choice is a long bow as no other weapon can touch the heavens. Summons, a new skill if choice these elementalists summon Heavenly creatures to aid them in battle, taking on forms of the constellation itself. They only aid for a short time, but in that time they have devastating power.

    Guardian: Purifier
    Some ideals become perverted in their quest for virtue of the empire. The Purifier exemplifies the way Nationalism twists one's own Virtues into Zealous fury. The Purifier claims to be a healer but abandons their shield in favor of an off hand sword so they can shake down their foes. The Purifiers who have escaped from the Xenophobic empire and Ministry of Purity take their fury out in rebellion against their tyrannical rule. Their new mechanic, zeals displays their highly aggressive nature which complements their corruption skills which further shows how far they've pulled from their core beliefs.

    That's all I've got for now... I know what I want for rev and Engineer but flavor fit is a bit more difficult. And as for ranger and warrior, again it's a flavor fit for ranger and I just don't care about warrior... Sorry warrior players...

    My warrior glares at you with intent. Don't worry, I'll talk him down.

    The next time you get angry at someone try walking a mile in their shoes. After that, who cares! You're a mile away and you have their shoes! -Someone with more awesome quotes than me

  • Lily.1935Lily.1935 Member ✭✭✭✭

    @Super Hayes.6890 said:

    @Lily.1935 said:
    Necromancer: Diabolist
    Minion master elite spec with a Shield. Possibly hammer. Might have a good idea for it... Uses life force to summon Stygians from the Stygian Veil in the realm of torment. Their demonic pacts allow them to pay the price in blood to empower their minions and their allies. This hyper offensive spec offers the necromancer the ability to use both their life force and their own health as a resource to rend foes to shreds, dragging them into torment as they do. This elite spec uses Sacrifice skills to use their own life to support allies and minions alike or just pull foes into death.

    Mesmer: Siren
    Control and damage is the name of the game. This elite spec would have the Trident or warhorn as its weapon of choice. With their soothing or disorienting songs the Siren rips away at their foes defenses and ring in their ears deceiving their sense of hearing even causing them to hallucinate and experience an unsettling fear as they struggle with the build of of anxiety. Much like a waking nightmare. The Siren replaces its shatters with songs that build in potency and radiance the more illusions are destroyed to create these short lasting hex like fields. Foes caught in their unsettling song will find themselves disoriented and confused as their attacks hurt themselves more than their targets. This elite spec also uses Shouts which unlike other shouts will have cones or targets circles to strike at foes or aid allies from a distance.

    Thief: Umbramancer
    Through shadows and darkness, the Umbramancer uses Scepter and Focus to channel their shadow magics so they can fade into your own shadows. Striking from a distance with a hand in darkness, these unique thieves take contract killing to a religious art. The Ministry of Purity have cracked down on Assassins in decades prior, so they had to come up with new magics to strike foes without ever being close enough to have a finger pointed at them. This elite spec would use the skill type meditations or wells. Not sure which. Keep your eyes to the shadows, friend. For if you don't your head may already be gone.

    Elementalist: Celestial
    With mastery of elements and a connection of mind to the heavenly bodies, the Celestial can enter a pure form of Mana of Arcane power. Their strength lies in this 5th element they have acquired through their study of the stars. They truly have become closer to the stars. Their weapon of choice is a long bow as no other weapon can touch the heavens. Summons, a new skill if choice these elementalists summon Heavenly creatures to aid them in battle, taking on forms of the constellation itself. They only aid for a short time, but in that time they have devastating power.

    Guardian: Purifier
    Some ideals become perverted in their quest for virtue of the empire. The Purifier exemplifies the way Nationalism twists one's own Virtues into Zealous fury. The Purifier claims to be a healer but abandons their shield in favor of an off hand sword so they can shake down their foes. The Purifiers who have escaped from the Xenophobic empire and Ministry of Purity take their fury out in rebellion against their tyrannical rule. Their new mechanic, zeals displays their highly aggressive nature which complements their corruption skills which further shows how far they've pulled from their core beliefs.

    That's all I've got for now... I know what I want for rev and Engineer but flavor fit is a bit more difficult. And as for ranger and warrior, again it's a flavor fit for ranger and I just don't care about warrior... Sorry warrior players...

    My warrior glares at you with intent. Don't worry, I'll talk him down.

    Can't think of anything I'd want aside from paragon, but that's not a thematic pick. Also my opinion on the matter doesn't really matter so much since I don't play warrior so what I'd like and what the warrior players like would be different. And Anet would be wise to make a spec you warriors would like and not me.

    But yeah, Jokes hehe.

  • Mara.6782Mara.6782 Member ✭✭

    Thief: add name here. Stealth is changed to shadowform. Shadowform makes all damage 33% change to miss, except condition damage. Shadowform stacks duration.
    Stealth attack is changed to shadow attack that is more support than damage. Grandmaster trait give shadowform to all nearby ally. Weapon: shield or offhand sword.
    You can still get stealth from allies.

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭

    @Mara.6782 said:
    Thief: add name here. Stealth is changed to shadowform. Shadowform makes all damage 33% change to miss, except condition damage. Shadowform stacks duration.
    Stealth attack is changed to shadow attack that is more support than damage. Grandmaster trait give shadowform to all nearby ally. Weapon: shield or offhand sword.
    You can still get stealth from allies.

    That seems like cool idea actually unfortunately wouldn't be any better, have u read posts from this community? Lol.
    They'd complain 33% evasion chance will equate to perma evade god mode and will rally to nerf it down constantly posting nerfs threads and won't stop until % is nerfed to 1% evade chance. Scary thing is the team would possibly listen as well lol

  • montecristo.1324montecristo.1324 Member ✭✭✭

    I cantotally see Monk coming back and being a healer elite spec for thieves.
    Right now only thief and war don't have a healer spec, even if now we see some support wars on wvw and it was a thing at the start of the game in pvp.

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭

    Here is my take on a Necromancer e-spec. (Insects/self ailment)

    Name: Scavenger

    Main mechanism: The scavenger don't use it's life force to wander between life and death but to feed a parasitic scavenger broodmother bound to him. This parasitic organism reduce your vitality but increase your resistance to condition damage.
    First minor trait: Worm handler: You bind with a scavenger broodmother, weakening you but allowing you to grow swarms and use __.
    Vitality reduced: -500.
    Condition damage reduction: 50%.
    Increased life force ratio to 100% of health pool.

    F1: Life feed: Feed 984 life force to your scavenger broodmother, gaining 2 instances of Scavenger's venom.
    -> Scavenger's venom: Your attacks inflict slow (1s). Proc shrd#1 traits.

    F2: Shadow worm: Feed 1935 LF to your scavenger broodmother to release 2 shadow worms into your organism. The worms are sustained by feeding on your blood until you chose to release them in swarms.
    Self inflicted bleed (10 sec): 1 stack
    Interval: 3 sec
    -> Shadow swarm (x2): Release a swarm that fly to your target and then attach itself to drain endurance apply weakness (1 sec) with each tic for a few seconds. Considered as a minion until it attach itself, dying in the process. Foe have to dodge to get rid of it when attached.
    Endurance drained: 5 per tic
    Weakness: 1 sec
    Interval: 1 sec
    Duration: 4 sec

    F3: Ether worm: Feed 2487 LF to your scavenger broodmother to release an ether worm into your organism. The worm is sustained by feeding on your blood until you chose to let it bloom.
    Self inflicted bleed (10 sec): 1 stack
    Interval: 3 sec.
    -> Blooming fear: Send your ether worm onto your target, letting it bloom into a terrifying ether butterfly that fear and poison foes close to your target.
    Fear: 1 sec
    Poison: 4 sec

    F4: Poison worm: Feed 3686 LF to your scavenger broodmother to release a school of poison worms into your organism. These worms are sustained by feeding on your blood until you chose to consume them.
    Self inflicted bleed (10 sec): 1 stack
    Interval: 3 sec
    -> Poisonous flesh: Consume your poison worms to make your flesh highly poisonous affecting your environment and foes that struck you.
    Poison (2): 4 sec
    Interval: 1 sec
    Duration: 3 sec
    Radius: 300
    Poison (1) when struck: 4 sec (1 sec CD per attacker)

    F5: Scavenger shroud: Feed 4606 LF to your scavenger broodmother to temporary link yourself to her and gain a powerfull barrier.
    Duration: 6 sec
    Damage (power) reduction: 50%
    Barrier: 5016

    Weapon: Axe off-hand

    Utility skills:

    Minor traits:
    First minor: Worm handler: You bind with a scavenger broodmother, weakening you but allowing you to grow swarms and use __.
    Vitality reduced: -600.
    Condition damage reduction: 50%.

    Second minor: Dumb struck: Whenever you inflict fear you also slow.
    Slow: 2 sec

    Third minor: Host: For each worm you host gain increased condition damage (20) and toughness (20). (max: 5. 1 permanent and 4 from worm skills)

    Upper traitline:
    Voracious: increase critical chance (15%) against slowed foes.
    Merciless: Applying slow also apply vulnerability (4s).
    Scavenger's frenzy: Your scavenger's shroud no longer reduce incoming damage. Scavenger's shroud duration is increased to 10 seconds, you now gain an instance of scavenger venom every second while you are in scavenger's shroud.

    Middle traitline:
    Scavenger's carapace: gain carapace for each condition you inflict on yourself or draw from your allies.
    Corruptor's delight: gain vigor (2 sec) whenever you inflict a condition on yourself or draw a corruption from your allies. (ICD: 3 seconds)
    Relentless: Whenever a worm feed on your blood, gain 3 point of endurance and 133/64 health points. (which mean up to 9 points of endurance and 399 point of health every 3 sec)

    Lower traitline:
    : Utility trait
    Last ditch: You and your minions transfer an instance of a condition you are inflicted with on foes nearby upon being downed.
    Miasma: Poisonous flesh change to miasma.
    -> Miasma: send a poisonous wave at foes around you, poisoning them summoning a miasma swarm for each foe struck.
    Radius: 300.
    Poison (4): 2 sec
    number of foes: 5
    Miasma swarm poison (1) for 1 sec on hit (clone amount of power damage, duration 30 sec, max number: 5)

  • Black Storm.6974Black Storm.6974 Member ✭✭✭
    edited April 10, 2020

    I don’t want new Elite specs.

    After Scourge condition I don’t really want to risk getting “another” (heal Scourge is ok for me, in PvE) Elite spec that I hate. I play only necromancer since 2012.

    I want Scourge to be reworked:

    • More splits between offence and support (I want Shades to be mainly support skills, and possibly Scourge to function as a Shade even when a Shade is active).
    • Internal cooldown on traits removed and these traits adjusted “properly”.
    • Traits activated by Shroud 1 adjusted to only work on shade placement (not f2-3-4-5) and to be stronger when using Scourge.
  • Smoosh.2718Smoosh.2718 Member ✭✭✭

    A shameless self bump if I do say so.

    But 'best' elite specs acording to who?
    I'd like to correct the Guardian one, this class is lacking a physical damage offhand weapon, so it has a high chance of getting a offhand sword.

    Warrior.. well im sure everyone knows my stance on that one.

    I'll list a few of the most likely weapons each class might get:

    Guardian - Offhand sword
    Necro - Shield
    Engineer - Mace
    Warrior - Pistol
    Elementalist - Pistol (could function for ele to provide it with a range option in both offhand and mainhand)
    Ranger - Focus (I want to say rifle or pistol, but the class already has 2 ranged options (3 with the staff))
    Revenant - GS
    Thief - GS or Axe
    Mesmer - Unsure (hammer could be interesting, however I do not play this class enough to know what it truely lacks)

    Think about what the classes can do and what they cant do, that will be your hint to the weapons they will be getting.
    Necro doesnt have access to a defensive weapon, Engineer does not have a 1 handed weapon for CC in melee, warrior does not have a 1h range weapon, revenant also does not have a 1h range weapon so it could also be pistol or scepter for them.

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭

    @Smoosh.2718 said:
    A shameless self bump if I do say so.

    But 'best' elite specs acording to who?
    I'd like to correct the Guardian one, this class is lacking a physical damage offhand weapon, so it has a high chance of getting a offhand sword.

    Warrior.. well im sure everyone knows my stance on that one.

    I'll list a few of the most likely weapons each class might get:

    Guardian - Offhand sword
    Necro - Shield
    Engineer - Mace
    Warrior - Pistol
    Elementalist - Pistol (could function for ele to provide it with a range option in both offhand and mainhand)
    Ranger - Focus (I want to say rifle or pistol, but the class already has 2 ranged options (3 with the staff))
    Revenant - GS
    Thief - GS or Axe
    Mesmer - Unsure (hammer could be interesting, however I do not play this class enough to know what it truely lacks)

    Think about what the classes can do and what they cant do, that will be your hint to the weapons they will be getting.
    Necro doesnt have access to a defensive weapon, Engineer does not have a 1 handed weapon for CC in melee, warrior does not have a 1h range weapon, revenant also does not have a 1h range weapon so it could also be pistol or scepter for them.

    Weapon in the elite spec add to the flavor of the thematic of this elite spec. There is no "need" involved when time come for ANet to chose the weapon. Which make your premise on the "likely to get weapons" a bit off.

    In this context, understand that if the necromancer, for example, get the shield, it wouldn't be because they need a defensive off-hand weapon (which isn't the case granted that from it's design the necromancer defend itself through sustain and already 2 out of 3 core weapons grant him sustain in the form of life leaching coupled with LF generation. In fact technically all 3 core off-hand weapons are defensive, 2 through sustain, one through weakness.) but due to the weapon being thematically fiting with the e-spec (for example, if he got a spec specialized in raising the deads/minionmaster it would make sense to have a shield that look like a grave stone).

    Let's take thief as another example. Thief is an outlaw, an agile and elusive rogue that have a deep connection to the shadows. Ultimately it's thematic revolve around stealing things by all mean possible:

    • If thief get a "bandit" e-spec (the forceful path) he would most likely get mace.
    • If thief get a "shadowcaster" e-spec (the cunning path) he would most likely get either focus, torch or scepter.

    Thematically there is hardly a path where he end up getting greatsword, hammer or axe (maybe axe for a "bandit" e-spec but ultimately mace is more likely).

  • Swagger.1459Swagger.1459 Member ✭✭✭✭
    edited September 13, 2020

    @Smoosh.2718 said:
    A shameless self bump if I do say so.

    But 'best' elite specs acording to who?
    I'd like to correct the Guardian one, this class is lacking a physical damage offhand weapon, so it has a high chance of getting a offhand sword.

    Warrior.. well im sure everyone knows my stance on that one.

    I'll list a few of the most likely weapons each class might get:

    Guardian - Offhand sword
    Necro - Shield
    Engineer - Mace
    Warrior - Pistol
    Elementalist - Pistol (could function for ele to provide it with a range option in both offhand and mainhand)
    Ranger - Focus (I want to say rifle or pistol, but the class already has 2 ranged options (3 with the staff))
    Revenant - GS
    Thief - GS or Axe
    Mesmer - Unsure (hammer could be interesting, however I do not play this class enough to know what it truely lacks)

    Think about what the classes can do and what they cant do, that will be your hint to the weapons they will be getting.
    Necro doesnt have access to a defensive weapon, Engineer does not have a 1 handed weapon for CC in melee, warrior does not have a 1h range weapon, revenant also does not have a 1h range weapon so it could also be pistol or scepter for them.

    These are the best e-specs according to a study done by the Worldwide Alliance On Elite Specialization Equality, or WAOESE for short!

    All professions are lacking a lot of weapons and roles. And we totally did think about what classes can and can’t do, because that’s what our organization has been studying for years now!

    Just so you know, these are the missing weapons per profession. Enjoy!

    “Elementalist 14
    • Axe (main and off)
    • Mace (main and off)
    • Pistol (main and off)
    • Sword (off)
    • Shield (off)
    • Torch (off)
    • Greatsword
    • Hammer
    • Longbow
    • Rifle
    • Shortbow

    Engineer 15
    • Axe (main and off)
    • Dagger (main and off)
    • Mace- (main and off)
    • Sword (off)
    • Scepter (main)
    • Focus (off)
    • Torch (off)
    • Warhorn (off)
    • Greatsword
    • Longbow
    • Shortbow
    • Staff

    Guardian 10
    • Axe (off)
    • Dagger (main and off)
    • Mace (off)
    • Pistol (main and off)
    • Sword (off)
    • Warhorn (off)
    • Rifle
    • Shortbow

    Mesmer 11
    • Axe (off)
    • Dagger (main and off)
    • Mace (main and off)
    • Pistol (main)
    • Warhorn (off)
    • Hammer
    • Longbow
    • Rifle
    • Shortbow

    Necro 12
    • Axe (off)
    • Mace (main and off)
    • Pistol (main and off)
    • Sword (main and off)
    • Shield (off)
    • Hammer
    • Longbow
    • Rifle
    • Shortbow

    Ranger 10
    • Mace (main and off)
    • Pistol (main and off)
    • Sword (off)
    • Scepter (main)
    • Focus (off)
    • Shield (off)
    • Hammer
    • Rifle

    Revenant 13
    • Axe (main)
    • Dagger (main and off)
    • Mace (off)
    • Pistol (main and off)
    • Scepter (main)
    • Focus (off)
    • Torch (off)
    • Warhorn (off)
    • Greatsword
    • Longbow
    • Rifle

    Thief 13
    • Axe (main and off)
    • Mace (main and off)
    • Sword (off)
    • Scepter (main)
    • Focus (off)
    • Shield (off)
    • Torch (off)
    • Warhorn (off)
    • Greatsword
    • Hammer
    • Longbow

    Warrior 6
    • Pistol (main and off)
    • Scepter (main)
    • Focus (off)
    • Shortbow
    • Staff”

  • Smoosh.2718Smoosh.2718 Member ✭✭✭

    The point i was making with my remark about what a class can and cant do is regarding what weapon can do condition or physical damage 1h range / melee mainhand or offhand, what weapon can do the same 2h for this class. Does this class have access to blocks (necro sure does not) or melee CC? (Engi stands out for the melee CC here (1h that is, so as logic states, mace could very well be their next weapon, hopefully both main and offhand this time mind you). It is not about what weapons are left to give to them... it is about what those weapons can give the class that it can not already do.

    @Swagger.1459 said:
    These are the best e-specs according to a study done by the Worldwide Alliance On Elite Specialization Equality, or WAOESE for short!

    So a made up study, made by you promoting specs made by you, with great feedback to the likes of:

    i'm gonna go with no.

    I think this is a really bad idea.

    Truthfully, the idea don't really excite me.

    I see no further need to comment on this topic.

  • Swagger.1459Swagger.1459 Member ✭✭✭✭

    @Smoosh.2718 said:
    The point i was making with my remark about what a class can and cant do is regarding what weapon can do condition or physical damage 1h range / melee mainhand or offhand, what weapon can do the same 2h for this class. Does this class have access to blocks (necro sure does not) or melee CC? (Engi stands out for the melee CC here (1h that is, so as logic states, mace could very well be their next weapon, hopefully both main and offhand this time mind you). It is not about what weapons are left to give to them... it is about what those weapons can give the class that it can not already do.

    @Swagger.1459 said:
    These are the best e-specs according to a study done by the Worldwide Alliance On Elite Specialization Equality, or WAOESE for short!

    So a made up study, made by you promoting specs made by you, with great feedback to the likes of:

    i'm gonna go with no.

    I think this is a really bad idea.

    Truthfully, the idea don't really excite me.

    I see no further need to comment on this topic.

    We took a ton of factors into consideration already.

    Thank you for your participation! Have a swell one!

  • My ideas for the cantha new expansion:
    1. Warrior -> Monk(melee
    New weapon: staff
    new skills: mantra
    new mechanics: adrenaline changes to Combo point

    1. Guardian -> cursed guardian (condition, mid-long range)
      New weapon: Dual pistol/rifle
      new skills:gliphs
      new mechanics: can use only one virtues at time (like elementarist and gliph) and he can overload virtue

    3.revenant -> ??? ( i don't know)(mid- range power )
    new weapon: dual dagger
    new skill: corruption
    new mechanics new legend

    4.Engineer-> golemancer( mid-close range, support/condition)
    new weapon:staff
    new mechanics:F5 transform into a mech (like shroud)
    new skil:corruption/phisical

    5.Thief -> Bard(nid support power)
    new weapon:longbow(with a skin like a harp)
    new skill:kits(musical instrument)
    new mechanics: F1 become area boon spread

    1. ranger -> Hunter(long range condition)
      new weapon:rifle
      new skill: cantrip
      new mechanics: F5 summon a cannon for a short period

    2. elementarist -> arcanist (melee- mid range power/condition)
      new weapon. dual pistol/ greatsword
      new skill: corruption
      new mechanics: 5 element(arcana)

    3. mesmer -> priest(healer - condition mid range)
      new weapon: shortbow
      new skill: mantra
      new mechanics: F1-F4 become spirit overload ( mesmer don't create clone but generate honor point ,max.10, and you can use it to summon a spirit for a short time)

    4. necromancer -> pirate ( long-mid range power)
      new weapon: mace (skin like molotov)
      new skill: elixir
      new mecanics:F1-F5 you canchose 5 type of bullet

  • Kodama.6453Kodama.6453 Member ✭✭✭✭

    @Blackrystal.3508 said:

    4.Engineer-> golemancer( mid-close range, support/condition)
    new weapon:staff
    new mechanics:F5 transform into a mech (like shroud)
    new skil:corruption/phisical

    I think this might be really redundant....
    Transforming (and therefore getting a new set of skills) is already done with holosmith, it would basically be the same mechanic with the exception that the heat system is traded for a second health bar.

    Then a golemancer spec would obviously be Asuran flavoured visually. Again, already done with holosmith, Anet themselves stated that all of the visuals of the holosmith are designed around Asuran aesthetics.

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited September 16, 2020

    The bopleganger, u don't know what bople is but oh man....ur gonna find out.
    All metal's will be decided by the bople.
    The bople can not be nerfed.
    The bople laughs at the very idea of buffs.
    When it comes for u in pvp or wvw.....u will know the bople.
    Fear the bople.
    Coming soon tm.

  • Lily.1935Lily.1935 Member ✭✭✭✭

    elementalist

    There's something that has been bugging me ever since I started to really get into elementalist and I feel my conflicts with the class could be solved by an elite spec. I've been floating around the idea for a while and I think it's a good idea.

    elemental master as opposed to the Avatar

    Something i would like to see is an elite spec that forces the player to choose one of the 4 elements and become dedicated to that one element while limiting or completely removing access to the other elements.
    This might sound awful at first if it was just that, but I have a solution for that. The attunments are still there, you just wont swap into those elemental skills. Rather you'll gain the triat buffs of being in that element along with some other related bonus but still be locked into, for example, fire magic.
    The added benefits would be you focused attunment would grant you access to a superior skill only a master can control when you're attuned to your primary element. So for example if you're a water mage you gain access to the skill Maelstrom, an aoe that damages and chills foes while granting barrier and regen to allies on a long cooldown. While fire might get Twin dragon flames, a duel cast aoe nuking spell that spits out burning.

    The other benefit of this since I don't think this is enough for an elementalist is I'd also like it to gain weapon swap in combat to offset some of the tradeoffs.

    Weapon longbow/greatsword/hammer with mantras as utility

    As for a weapon. I can't decide. Hammer, longbow and greatsword all sound great. I think each of them could offer up some unique abilities. But a hammer or greatsword sounds best to me personally since arena net could design them in such a way that 2 of the elements uses that weapon as a ranged weapon and two uses it as melee.
    For utility, I like the idea of Mantras with a cast time even after charging but having a much stronger impact on the field. Like a dragon's stomp that cracks the ground and knocks foes down in a fissure that can be used up a second time to deal heavy damage to stunned foes.

    But yeah. The ideas I have for it is I really want to run a Pyromancer or Hydromancer. I like the pure aspect I feel elementalist is missing.

  • I would like a rev e-spec that lets us utilize stealth. =D

  • jpsssss.7530jpsssss.7530 Member ✭✭✭

    @JekthAvid.1408 said:
    I would like a rev e-spec that lets us utilize stealth. =D

    What's the point? It'll lose any respectable amount of stealth quickly....

  • Warrior-
    1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.
    2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.
    *3) Warlord with Melee Staff, hired Recruits, and Marks to aid allies on the battlefield.
    *4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.
    *5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides more of an area effect damage.

    Guardian-
    1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.
    2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.
    *3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time.
    *4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets
    *5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities.

    Revenant-
    1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.
    2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.
    *3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.
    *4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.
    *5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate which exceeds their abilities.

    Ranger
    1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar
    2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.
    *3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to transform into their pet, having all of their pets' abilities.
    *4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.
    *5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.

    Engineer
    1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.
    2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.
    *3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.
    *4) Technomancer with a Great Sword, and Physical Cybrotronics abilities, and Mana that alters their Cybrotronics.
    *5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.

    Thief
    1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.
    2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.
    *3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bonus to combat.
    *4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.
    *5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.

    Elementalist
    1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.
    2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.
    *3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.
    *4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.
    *5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

    Mesmer
    1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.
    2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.
    *3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.
    *4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.
    *5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.

    Necromancer
    1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.
    2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.
    *3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.
    *4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.
    *5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.

  • Raizel.1839Raizel.1839 Member ✭✭✭

    I want a shortbow for my war, won't vote for anything else!

  • jpsssss.7530jpsssss.7530 Member ✭✭✭
    edited September 24, 2020

    Elemenalist Elite Spec: Stormrager
    Weapon: Hammer (focused on power damage with a couple of leaps and some hard CC)
    New Mechanic: Elemental Fury. You have the ability to empower the element you're currently attune to (increased damage and decreased cooldowns, maybe some boons or other things) but all other attunments go on an X second Cooldown. These effects persist for the duration only Rage skills gain bonus effects (don't know what yet).
    Skill type gained: Rage
    Heal Skill:
    Instant cast low cooldown heal , but healing to match cooldown. When gains different AOE effects dependant on attunement.

    • Fire: Burst of damage that is a blast finisher. maybe applies burning?
    • Water: Does extra healing in an area (small amount) and chills nearby foes
    • Air: Knocks back nearby foes
    • Earth: grants 1 stack of stability to nearby allies

    Utilities:
    1. Unrestrained Element: Low CD, extends the duration of Elemental Fury by X seconds for each foe in the radius.
    2. Unrelenting: Stunbreak, gain fury, quickness and stability. Gain immunity to mov ement impaiting conditions for X seconds
    3. Unyielding: Incoming damage is reduced by 20% for X seconds. Incoming hits reduce attuement cooldown by 1 second for the duration of this skill.
    4. Unburdened: Charge skill. Remove X conditions from nearby allies.
    Elite skill:
    Unleash: Double the benefits of Elemental fury for X seconds and add X seconds to attunment cooldown. For X seconds, gain pulsing protection, might, fury, regeneration and stability. (cooldown will be proportional to duraiton.

  • Obliviscaris.6937Obliviscaris.6937 Member ✭✭✭
    edited September 25, 2020

    Mesmers should receive a Fortune Teller spec with warhorn acting as a hookah type weapon, that produces obscuring purple and pink hazes to blanket areas, poison and confuse, obscure vision, and protect allies.

    As a Fortune Teller, it has direct lore ties with Cantha at least (giving Shiro the nudge he needed to do what he did) And the aesthetic of smoke filled dens in Kaineng City make for a great aesthetic tie-in.

    Shatters replaced by phantasms (referencing Conjure Phantasm) that act like a hex and "haunt" an enemy and affect the enemy and allies around it with pulsing power damage, or conditions. It'd be interesting in PvP to force players to stand a distance sway from a hexed team mate to avoid the effects, making isolating specific targets a key role. It'd shake up the meta in a good way and work really well in PvE.

    Not sure about utilities though but something based around a Canthan tarot kind of deal would be rad. Would love to bake this idea!

  • I think you should stop this idea of ​​an off hand being placed as a main hand. Anet never said anything about it, not even a clue. In addition to not having to do this, the weapons are very well constructed. There is no need to change the originality of the weapons.

    Main shield, main torch, main focus, scepter off hand. Whatever it is, it is very amateurish to think that after 8 years of the game they would change something unnecessary.

    Since there are many other old things, the base of the game that never changed was a bad thing for the game, instead they created new tools to hide the defects.

  • @JohnWater.5760 said:
    I think you should stop this idea of ​​an off hand being placed as a main hand. Anet never said anything about it, not even a clue. In addition to not having to do this, the weapons are very well constructed. There is no need to change the originality of the weapons.

    Main shield, main torch, main focus, scepter off hand. Whatever it is, it is very amateurish to think that after 8 years of the game they would change something unnecessary.

    Since there are many other old things, the base of the game that never changed was a bad thing for the game, instead they created new tools to hide the defects.

    That's funny you say this, cause ANet never said they weren't making offhand weapons able to be dual weld. You should be more upset at people predicting underwater weapons used above land.

    Plus, you don't think it's weird that we have only one main hand weapon. I think there's something fishy going on and no one's talking about it, but we should be...

  • Kodama.6453Kodama.6453 Member ✭✭✭✭

    @VocalThought.9835 said:

    @JohnWater.5760 said:
    I think you should stop this idea of ​​an off hand being placed as a main hand. Anet never said anything about it, not even a clue. In addition to not having to do this, the weapons are very well constructed. There is no need to change the originality of the weapons.

    Main shield, main torch, main focus, scepter off hand. Whatever it is, it is very amateurish to think that after 8 years of the game they would change something unnecessary.

    Since there are many other old things, the base of the game that never changed was a bad thing for the game, instead they created new tools to hide the defects.

    That's funny you say this, cause ANet never said they weren't making offhand weapons able to be dual weld. You should be more upset at people predicting underwater weapons used above land.

    Plus, you don't think it's weird that we have only one main hand weapon. I think there's something fishy going on and no one's talking about it, but we should be...

    Nothing really fishy about it in my opinion.
    Can't talk for everyone, but at least for me, it would be awkward to see an offhand scepter. I can't describe it, but that weapon just looks wrong in the offhand.

    And Anet maybe never stated that offhand weapons won't come to the mainhand and vice versa, but there is also no reason to assume they would do his if we already had 2 expansions and it didn't happen for any of the 18 elite specs we have so far. There is simply no reason to do this change, there are enough weapons open for a new elite spec still, even for the class which has the most weapons available (warrior still can get scepter, staff, focus, shortbow, pistol).

  • @Kodama.6453 said:

    @VocalThought.9835 said:

    @JohnWater.5760 said:
    I think you should stop this idea of ​​an off hand being placed as a main hand. Anet never said anything about it, not even a clue. In addition to not having to do this, the weapons are very well constructed. There is no need to change the originality of the weapons.

    Main shield, main torch, main focus, scepter off hand. Whatever it is, it is very amateurish to think that after 8 years of the game they would change something unnecessary.

    Since there are many other old things, the base of the game that never changed was a bad thing for the game, instead they created new tools to hide the defects.

    That's funny you say this, cause ANet never said they weren't making offhand weapons able to be dual weld. You should be more upset at people predicting underwater weapons used above land.

    Plus, you don't think it's weird that we have only one main hand weapon. I think there's something fishy going on and no one's talking about it, but we should be...

    Nothing really fishy about it in my opinion.
    Can't talk for everyone, but at least for me, it would be awkward to see an offhand scepter. I can't describe it, but that weapon just looks wrong in the offhand.

    And Anet maybe never stated that offhand weapons won't come to the mainhand and vice versa, but there is also no reason to assume they would do his if we already had 2 expansions and it didn't happen for any of the 18 elite specs we have so far. There is simply no reason to do this change, there are enough weapons open for a new elite spec still, even for the class which has the most weapons available (warrior still can get scepter, staff, focus, shortbow, pistol).

    You totally right. There is no reason to do this change, weapons were very well created.