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Elite spec ideas for 3rd Xpac


Mediahead.3542

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I know there's probably a million of these threads already, but I wanted to gauge ppl's thoughts on some Ideas/hopes I came up with for when the 3rd Xpac arrives. Fair warning, many of these are still works in progress, meaning some are more fleshed out than others so keep that in mind when you post your feedback. Thank you

  1. Guardian/Avenger: dps-focused spec. Gains an off-hand sword, shoulder armor, plus an overload ability for their virtues similar to Tempests. The drawback is that they can only focus on one virtue at a time, but once charged they can release an AoE field that has different effects depending on the virtue used. For Justice, it's damage/burning, Resolve gets healing/condi cleanse, and Courage gets stability/resistance

  2. Revenant/Savant: dps_focused (plus some condi) spec. Gains either scepter, focus, or dagger* and helm armor(maybe). Channels the legends of golemancers, Oola and Zinn and summons a large classic golem Gains unique skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and golem to siphon health and convert boons into conditions. Utility skills center around command skills that order your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas amd rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet.

  3. Warrior/Monk: Support-focused spec. Gains melee staff, glove armor, and mantra skills

  4. Engineer/Apothecary or Aethermancer: Apothecaries gain a torch, and new utility skill, Chemicals. These behave like Thief's venom skills in that using them can add additional conditions to your weapon skills or create aoe fields that can harm enemies and buff allies. Brings back old traits Acidic Elixirs and Acid coating. Aethermancer By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as Aethermancers. Gains main-hand mace and glove armor. weapon summons (either like guard's spirit weapons) for utility skills

  5. Elementalist/Spellslinger: Gains dual pistols and helm armor.

  6. Ranger/Warden: Wardens were mysterious creatures that protected the Echovald Forests of Cantha. Now Rangers can learn their secrets and carry on their legacy of defending nature from those who would exploit it. Dps/CC-focused spec. Gains hammer and boot armor, as well as Rage utility skills. Build energy during combat to use unique skill to temporarily transform into large tree monster.

  7. Thief/Duelist**: Gains off-hand sword and glove armor.

  8. Mesmeror/Shinobi: Shinobi gains dual daggers.

  9. Necromancer/Deathblade or Executioner: Deathblade gains main-hand sword while Executioner gains hammer.

*would like to see a combination of two of these, even if it is unlikely that will happen.

**Final name subject to change

Any constructive notes and/or feedback is greatly appreciated.

Thank you for your time

EDIT: Decided on calling engi spec "Aethermancer"

EDIT 2: Made changes to guardian, warrior, and engineer

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Came up with similar ideas in another post.

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.

Ranger1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar2) 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 merge 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.

Engineer1) 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 Cybertronics 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.

Thief1) 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.

Elementalist1) 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"

Mesmer1) 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.

Necromancer1) 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.

Not exactly like yours, but new ideas non the less.

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I don't see specializations as an expansion worthy development. That is more of a patch/update thing. For an expansion I would want to see new character types. If it is Cantha, they can go samurai, ninja ish, or a decent mage character.I would really rather see the addition of our GW heroes, but I doubt that will happen.

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Why people focus so much on the weapon when thinking about the concept of e-spec elude me. E-spec weapons are lone options amongst the many core weapons and, above all, are totally optional. What you cannot part from in an e-spec is the mechanism of this e-spec, the weapon and utility are just flavor.

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@Dadnir.5038 said:Why people focus so much on the weapon when thinking about the concept of e-spec elude me.

Some people just use new elite specs as an excuse to get weapons they want for their profession, because Arenanet probably will never add more core weapons, despite some classes (the front runner being Engineer) needing some.In short, many people don't actually want Elite Specs, but more weapons.

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@Fueki.4753 said:

@Dadnir.5038 said:Why people focus so much on the weapon when thinking about the concept of e-spec elude me.

Some people just use new elite specs as an excuse to get weapons they want for their profession, because Arenanet probably will never add more core weapons, despite some classes (the front runner being Engineer) needing some.In short, many people don't actually want Elite Specs, but more weapons.

Good point. Still they seem weirdly attracted by the prospective of the name of an e-spec coming along with the weapon as well.

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@Fueki.4753 said:

@Lan Deathrider.5910 said:No. Warrior. Staff. We. Need. Stronger. Range. Weapons.

That's just Arenanet refusing to make the ones we have viable.Another subpar ranged weapon (just like all Warrior/Guardian/Revenant ranged weapons are destined to be) should not be part of an elite spec.

B.S. Pistol/pistol and a proper support tree fills more gaps for warriors than melee staff/monk stuff. You want monk abilities and a staff? There is a heavy class already that does that. Warrior needs a proper support tree and a competent mid range ranged weapon set.

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@"Headcase.4618" said:

  1. Thief/Duelist: Gains off-hand sword and glove armor.

  2. Mesmer/Swashbuckler or Shinobi: Swashbuckler gains main-hand pistol and Shinobi gai3dual daggers.

Interesting that you'd give Thief a "Duelist" E-Spec, when Mesmer literally has a core spec called "Dueling" and summons Phantasmal Duelists with Pistol...

Also, interesting that you'd put Swashbuckler on Mesmer, I'd have thought it'd be more thematic for Thief for an E-Spec that comes with a shield (With the E-Spec skin being that of a buckler, a favourite of Pirates), what with pirates using dirty tricks and pillaging loot (Aka: Stealing. Just with added destruction of property and/or murder)

As an aside, a few thoughts I've had about new E-Specs for some classes, not necessarily for 3rd Xpac but just in general:

Ranger: Primalist - Attunes to the very essence of nature, granting an affinity for the elements themselves. Loses the ability to have an animal companion, but instead gains the ability to summon a permenent elemental companion. Has an affinity for granting boons to allies based on the element they control. Weapon is Scepter and Focus combo (Purely because only Scepter would leave them with a lack of good OH's and only Focus would leave them with a lack of good MH's). Utilities are Conjures, allowing them to create "Banners" that provide AoE stat boosts, but can also be picked up and used as a conventional weapon with decent skill sets.Idea is for Ranger to get a Boonshare build, to supplement as a non-heal support.

Ranger: Desperado - Focuses on marksmanship training to become a deadly shot and lives life as a bandit lord. Animal companions are replaced by a number of bandit NPC's that work for you. Spec provides more focus on ranged combat. Weapon is a Rifle. Utilities are Tricks allowing for the use of underhanded tactics to keep enemies at bay to set up for their deadly shots.Idea is to get some more support for Ranged combat. Since Ranger doesn't have much as it is (Most builds are melee focused with Longbow and Shortbow generally being sub-par weapons in competitive play)

Thief: Bard - Learns about the power locked in ancient music, allowing them to harness magic words of power. Steal skill instead becomes a "Verse" which grants them a "Chorus" skill depending on the class of the target, with the effect of Chorus' being to provide boons to the Bard and their allies. Weapon is a Warhorn. Utilities are Glamours with allow them to provide a number of support effects.Idea is to give Thief an actual support build (Or really, anything that isn't raw DPS since that's all they've really been given so far) allowing them to more consistently provide boons to allies. In b4 "But muh Mesmer Bard" - Typically, Bards belong to the Rogue class archetype in games. Also, Mesmer already has Chrono for boonspam so having a Bard (Typically a supportive class) on top seems unnecessary.

Engineer: Machinist - Develops new technology that provides in combat support. F5 skill activates a sci-fi HUD that swaps their Toolbelt skills for a new selection. Offering things like Alacrity/Quickness boons, vulnerability debuffs or personal stat boosts. Each skill consumes Battery power and upon running out the HUD deactivates and goes on CD. Weapon is Longbow. Utilities are Stations which function similarly to Spirits, providing AoE buffs at the cost of Battery power (Health) and can be activated to provide additional effects.Idea is to give Engie an actual ranged weapon option. While also providing some flexibility such as allowing them to fill in as a Alacrigade or Quickbrand or simply be a pure damage dealer. Also, as Holosmith provides an F5 that replaces your weapon skills. Why not have the reverse and have an F5 that replaces your toolkit skills?

Engineer: Augsmith - Develops technology designed to supplement and improve physical capabilities and thus they have a mechanical exoskeleton. All Toolbelt skills are replaced by new ones which are based on their Exoskeleton. For example, F1 activates the head part of the exoskeleton providing Fury and bonus Ferocity, F2 activates the arms of the Exoskeleton allowing for a strong punch that does high damage and knocks foes back as well as Might stacks. F3 activates the legs of the exoskeleton, providing Swiftness and Quickness. F4 activates the feet of the exoskeleton, allowing a rocket powered leap and fiery landing while providing Stability. While F5 activates the core of the exoskeleton overcharging the powecore providing Retaliation, Alacrity and Barrier. Weapon is a Greatsword. Utilites are Augments that function like Stances but have a restriction of only one being active at a time (Due to the power supply being limited) however, they provide a larger benefit than standard Stances (Also to make up for the lack of Toolbelt skills) with more of their effects being non-boon related boosts.Idea is basically, people like Deus Ex (Also Cyberpunk 2077 is highly anticipated). So why not make Engie have an E-Spec around a similar theme?

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@Lan Deathrider.5910 said:

@Lan Deathrider.5910 said:No. Warrior. Staff. We. Need. Stronger. Range. Weapons.

That's just Arenanet refusing to make the ones we have viable.Another subpar ranged weapon (just like all Warrior/Guardian/Revenant ranged weapons are destined to be) should not be part of an elite spec.

B.S. Pistol/pistol and a proper support tree fills more gaps for warriors than melee staff/monk stuff. You want monk abilities and a staff? There is a heavy class already that does that. Warrior needs a proper support tree and a competent mid range ranged weapon set.

And using the staff category, with all the spear skins released for it, to make warrior an armoured spear(wo)man fits the profession better than an armoured gunslinger does.

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@Fueki.4753 said:

@Lan Deathrider.5910 said:No. Warrior. Staff. We. Need. Stronger. Range. Weapons.

That's just Arenanet refusing to make the ones we have viable.Another subpar ranged weapon (just like all Warrior/Guardian/Revenant ranged weapons are destined to be) should not be part of an elite spec.

B.S. Pistol/pistol and a proper support tree fills more gaps for warriors than melee staff/monk stuff. You want monk abilities and a staff? There is a heavy class already that does that. Warrior needs a proper support tree and a competent mid range ranged weapon set.

And using the staff category,
with all the spear skins released for it
, to make warrior an armoured spear(wo)man fits the profession better than an armoured gunslinger does.

Agreed, I would prefer staff as the next warrior elite spec weapon over pistol.Also I think that it makes more sense for a support elite spec. I just prefer a warrior with a halberd (with banner attached?) shout commands for their allies and rallying them for battle over one with some pistols.

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@Kodama.6453 said:Also I think that it makes more sense for a support elite spec. I just prefer a warrior with a halberd (with banner attached?) shout commands for their allies and rallying them for battle over one with some pistols.

I don't think I've ever seen a Halberd with a banner attached to it.But a banner being used as a spear happens in Dark Souls 3 (although the cloth part only appears ethereal during it's L2 animation) and Fate/Grand Order (Jeanne d'Arc).

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@Fueki.4753 said:

@Lan Deathrider.5910 said:No. Warrior. Staff. We. Need. Stronger. Range. Weapons.

That's just Arenanet refusing to make the ones we have viable.Another subpar ranged weapon (just like all Warrior/Guardian/Revenant ranged weapons are destined to be) should not be part of an elite spec.

B.S. Pistol/pistol and a proper support tree fills more gaps for warriors than melee staff/monk stuff. You want monk abilities and a staff? There is a heavy class already that does that. Warrior needs a proper support tree and a competent mid range ranged weapon set.

And using the staff category,
with all the spear skins released for it
, to make warrior an armoured spear(wo)man fits the profession better than an armoured gunslinger does.

Or how about the spear with all the spear skins released for it? Just port it to land.

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best idea - don't do any useless additional spec. On fisrt HOT it ok, on second POF- it is normal. On 3 IOA - one more spec is smell fail.Hope, that as always Anet can impress us, and not repeat idea only by add one line of traits.

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@Lan Deathrider.5910 said:

@Lan Deathrider.5910 said:No. Warrior. Staff. We. Need. Stronger. Range. Weapons.

That's just Arenanet refusing to make the ones we have viable.Another subpar ranged weapon (just like all Warrior/Guardian/Revenant ranged weapons are destined to be) should not be part of an elite spec.

B.S. Pistol/pistol and a proper support tree fills more gaps for warriors than melee staff/monk stuff. You want monk abilities and a staff? There is a heavy class already that does that. Warrior needs a proper support tree and a competent mid range ranged weapon set.

And using the staff category,
with all the spear skins released for it
, to make warrior an armoured spear(wo)man fits the profession better than an armoured gunslinger does.

Or how about the
spear with all the spear skins released for it?
Just port it to land.

That's something Arenanet will (most likely) forever refuse to do.And since they already repurposed staves for Daredevil and Revenant, it's the more likely choice of the two.

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@Fueki.4753 said:

@Lan Deathrider.5910 said:No. Warrior. Staff. We. Need. Stronger. Range. Weapons.

That's just Arenanet refusing to make the ones we have viable.Another subpar ranged weapon (just like all Warrior/Guardian/Revenant ranged weapons are destined to be) should not be part of an elite spec.

B.S. Pistol/pistol and a proper support tree fills more gaps for warriors than melee staff/monk stuff. You want monk abilities and a staff? There is a heavy class already that does that. Warrior needs a proper support tree and a competent mid range ranged weapon set.

And using the staff category,
with all the spear skins released for it
, to make warrior an armoured spear(wo)man fits the profession better than an armoured gunslinger does.

Or how about the
spear with all the spear skins released for it?
Just port it to land.

That's something Arenanet will (most likely) forever refuse to do.And since they already repurposed staves for Daredevil and Revenant, it's the more likely choice of the two.

Except those weapons are used like staffs and not as spears. Simply bringing an already existing weapon from the water to the land is feasible. Making the spear/scythe skins for staffs were money making ventures to leverage people's desires for non staff polearms.

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@Lan Deathrider.5910 said:

@Lan Deathrider.5910 said:No. Warrior. Staff. We. Need. Stronger. Range. Weapons.

That's just Arenanet refusing to make the ones we have viable.Another subpar ranged weapon (just like all Warrior/Guardian/Revenant ranged weapons are destined to be) should not be part of an elite spec.

B.S. Pistol/pistol and a proper support tree fills more gaps for warriors than melee staff/monk stuff. You want monk abilities and a staff? There is a heavy class already that does that. Warrior needs a proper support tree and a competent mid range ranged weapon set.

And using the staff category,
with all the spear skins released for it
, to make warrior an armoured spear(wo)man fits the profession better than an armoured gunslinger does.

Or how about the
spear with all the spear skins released for it?
Just port it to land.

That's something Arenanet will (most likely) forever refuse to do.And since they already repurposed staves for Daredevil and Revenant, it's the more likely choice of the two.

Except those weapons are used like staffs and not as spears. Simply bringing an already existing weapon from the water to the land is feasible. Making the spear/scythe skins for staffs were money making ventures to leverage people's desires for non staff polearms.

The thing is, why make a mechanical change to the game by bringing an underwater weapon to land if they can simply repurpose a fitting weapon?Staff can easily be given spear combat abilities, especially since there are already staff skins which make them look like spears. They could just keep adding these skins to stavesAnd using spear abilities on a staff wouldn't be that weird. We already can have daredevils swinging around mage staves like quarterstaves, so I don't see a warrior running around with a mage staff to impale people as a big problem either.

Why should Anet take the more difficult route by having to enable spear on land (and having to put more effort into skins for spear, too, people surely will demand another spear legendary way more frequently than they currently do if they make them the elite spec weapon of warriors).I just don't see enough benefits in enabling spears on land over simply making spear abilities for the staff on warriors.

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Agree with Taril above, made similar spec in the past for engineer also called machinist and using bow. Just picked Shortbow instead of Longbow.

OP revenant spec feels more suitable for engie, and many already requested technomancer/golemancer specs. But I would like to see like some said an engie using chemicals, named Alchemist or like some used it Plaguedoctor. Dunno why but really feels like "Machinist/Golemancer/Plaguedoctor/Alchemist" like cool spec names.But I like op engie "Aethermage" I like the idea of glyphs. But why not using aetherblade? There are admiral like sparki that use rotating mechanical steampunk axes attacks, strange grenades, force fields... Engie with double axe, imagine.

I'm ok with runemaster for elementalist. Again (coincidence) went with a similar idea with longbow too, but called it Destroyer. You overcharge skills and make apocalyptic attacks to sum up, but you can also spawn ground support with those elemental arrows.


But anyway, those were my ideas:Mechanist (Engie): Shortbow (crossbow if possible) to shoot modified arrows and chemical flasks. Turn F1-F5 from tool belt into real skill usable with any weapon. Can summon watchwork golems and use gadgets inspired by aetherblade.

Inflitrator (Warrior): Pistol very fast pistol allowing to blind and cripple the enemy for a considerable time, skill 5 can blowout.

Destroyer (Ele): Longbow ability to attune bullets with one of the four elements, each element is strong and have a special effect for third skill (heal/protection/fury/power).And can create field on ground to support allies.

Fleshreaver (Necro): Sword, uses toxins on weapons and also self-injecting them. Applying almost any condition to the foe. When used on self you gain several boons and conditions. The more you have, the stronger you are.

Mage (Guardian): Warhorn reinforce allies giving a considerable heal and power, other weapons can occasionally give might or fury. Inspire yourself from the most strategic asurans ever known, learning how to support your allies.

Shatterer (Rev): Greatsword give the ability to travel within the mist for a given period making you invulnerable, but staying too much can cost a lot. With the help of the You can pass from a reality to another, but the link is very unstable.

Saboteur (Thief): Torch ability to set on fire any other weapons, increasing the damages to enemies but with a possibility to burn yourself if used too often. The art of discretion and lethality, use smoke bombs, burn your weapons to deal increased damages trap enemies with their own strength.

Catalyst (Ranger): Shield can concentrate the natural energy with its skills and releasing it as a powerful beam, that energy can also be consumed on other weapons.

Psyker (Mesmer): Rifle shooting illusion bullets powered by psychic power, can be used to enhance weapons beware of the psychic power bar.

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@"hugo.4705" said:OP revenant spec feels more suitable for engie, and many already requested technomancer/golemancer specs. But I would like to see like some said an engie using chemicals, named Alchemist or like some used it Plaguedoctor. Dunno why but really feels like "Machinist/Golemancer/Plaguedoctor/Alchemist" like cool spec names.

But I like op engie "Aethermage" I like the idea of glyphs. But why not using aetherblade? There are admiral like sparki that use rotating mechanical steampunk axes attacks, strange grenades, force fields... Engie with double axe, imagine.

I get what you're saying, but the rev's whole thing is channeling historical figures, and I figured that controlling an asuran golem would be perfect for an asura-themed e-spec. Also, they way it would play out would be more like a combination of a ranger pet and Ventari's Tablet

As for the question about the engi, I'm not exactly sure what you're asking. I did mention they were similar to the Aetherblades in how they channel magic. If you want me to clarify, let's say that the engis had reverse-engineered the Aetherblade tech and made it their own. And while I did say they would get a torch, I am now also considering a main-hand mace instead

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@Headcase.4618 said:I know there's probably a million of these threads already, but I wanted to gauge ppl's thoughts on some Ideas/hopes I came up with for when the 3rd Xpac arrives. Fair warning, many of these are still works in progress, meaning some are more fleshed out than others so keep that in mind when you post your feedback. Thank you

  1. Guardian/Avenger: dps-focused spec. Gains an off-hand sword and shoulder armor. Has a unique weapon 3 skill that uses both main and off-hand weapons, similar to thief.

  2. Revenant/Savant: dps_focused (plus some condi) spec. Gains either scepter, focus, or dagger* and helm armor(maybe). Channels the legends of golemancers, Oola and Zinn and summons a large classic golem Gains unique skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and golem to siphon health and convert boons into conditions. Utility skills center around command skills that order your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas amd rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet.

  3. Warrior/Monk: Support-focused spec. Gains melee staff and glove armor

  4. Engineer/Aethermage**: Engineers that are able to channel magic/aether energy through special devices not unlike the Aetherblades. Gains torch or main-hand mace and glove armor, as well as (artificial) glyph utility skills.

  5. Elementalist/Spellslinger: Gains dual pistols and helm armor.

  6. Ranger/Warden: Wardens were mysterious creatures that protected the Echovald Forests of Cantha. Now Rangers can learn their secrets and carry on their legacy of defending nature from those who would exploit it. Dps/CC-focused spec. Gains hammer and boot armor, as well as Rage utility skills. Build energy during combat to use unique skill to temporarily transform into large tree monster.

  7. Thief/Duelist**: Gains off-hand sword and glove armor.

  8. Mesmer/Swashbuckler** or Shinobi: Swashbuckler gains main-hand pistol and Shinobi gains dual daggers.

  9. Necromancer/Deathblade or Executioner: Deathblade gains main-hand sword while Executioner gains hammer.

*would like to see a combination of two of these, even if it is unlikely that will happen.

**Final name subject to change

Any constructive notes and/or feedback is greatly appreciated.

Thank you for your time

Can't say I'm a fan. I'd prefer the mesmer to get some sort of mass aoe Debuff type spec since they have an evasive and support spec already. It would be nice to finally have one that plays more like their GW1 counterpart.Necromancer which is my main class really needs more in its design to build on its identity. Since Necromancer is mechanically similar to Dungeons and Dragons Druid only worse and has some similarities with Warlock, Summoner, Shaman and death knight/dark knight It would be nice to see them push more necromancer mechanical designs for a change. Like Minion swarming and sacrificing or Blood magic that buffs themselves through self bleeding and steals health. The main areas that the necromancer is really lacking. Another Death knight spec isn't something I personally would care to see.Engineer is another spec I'm interested in and we need a reason to move away from kits. Signets might help since they could allow for some extremely unique synergies but this isn't the only option. Minions make for a unique take on them compared to the necromancer since they could have commands on them with their utility belt. Chemist with party buffs or self buffs could be good as a raw support engineer hasn't quite showed up yet. Scrapper kinda is but scrapper is kinda a lot of things.You didn't describe much for Elementalist. But from what I've seen people are interested in a few different things. The major thing i'm personally interested in is a Singular elemental master. Where the other 3 elements are actually locked out to them and their proficiency with that singular element is modified and they're allowed to weapon swap with sort of a flash enchantment or Avatar of element forms they can take due to their mastery.Revenant I'm more interested in a norn and greatsword with focus on Animal totums. But that's just me and a few others. Not interested in trying to shoehorn a pet class like engineer or necromancer into rev since they're poorly design for that.Guardian already has a high DPS spec. I'd like to see something more akin to a cleric or something similar which they kinda already are, but have their virtues more focused than all shielding. Probably more of a tank spec but with the tools to do it. I don't know, Firebrand kinda covers a lot. But something less complex.

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@Lan Deathrider.5910 said:

@Lan Deathrider.5910 said:No. Warrior. Staff. We. Need. Stronger. Range. Weapons.

That's just Arenanet refusing to make the ones we have viable.Another subpar ranged weapon (just like all Warrior/Guardian/Revenant ranged weapons are destined to be) should not be part of an elite spec.

B.S. Pistol/pistol and a proper support tree fills more gaps for warriors than melee staff/monk stuff. You want monk abilities and a staff? There is a heavy class already that does that. Warrior needs a proper support tree and a competent mid range ranged weapon set.

How about a compromise "à la Firebrand"?

Warrior get mid range weapon(s) and get the reactualized old banner skillkit on F2 or F1 (the banner being more or less in-between a staff and a spear anyway). I don't think it would be an unexpected developpement from ANet's end. (The warrior would probably keep it's burst but downgraded due to a lesser adrenaline bar and gain 2 additional burst, one for the banner and one for it's weapon. I can totally see this bu... happen)

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