Made some changes to some of my elite spec ideas. Let me know what you think
(SOME OF THESE ARE STILL WORKS-IN-PROGRESS, SO KEEP AN OPEN MIND WHEN RESPONDING)
Guardian/Avenger: dps-focused spec.
Lore: Not wanting his skills to go to waste, a faction of Cantha's guardians, who came to be known as "Avengers," incorporated Shiro Tagachi's twin sword style into their fighting techniques, allowing them to strike at enemies even faster then before
Weapon: Off-hand sword
Profession mechanic: Virtues become Furies*. a combination of Tempest's overload and warrior's adrenaline, Each fury can charge up overtime with each attack. Once charged they can release an AoE field that has different effects depending on the fury used. Furious Justice; damage/burning, Furious Resolve; healing/condi cleanse, and Furious Courage; stability/resistance. The major drawback is that they can only focus on one fury at a time so you need to keep that in mind during battle
Utility skills: Rage. These skills can speed up the charging time of furies when used
Revenant/Savant: dps-focused (plus some condi) spec.
Lore: Oola and Zinn were master and apprentice turned bitter rivals in the world of golemancy. Now revenants can channel both of their legends and talents as Savants
Weapon: Scepter, focus, or dagger**
Profession mechanic: Channels the legends of golemancers, Oola and Zinn, doing so causes a classic golem to appear that never strays too far from your current location. Grants unique profession skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and your golem to siphon health and convert boons into conditions. Utility skills: Legendary Savant skills. Unique only to savants, these allow the player to command 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 and rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet.
Warrior/Monk: Support-focused spec.
Lore: Naming themselves after the monks of old, these warriors seek inner peace and balance, even in the heat of battle
Weapon: Melee staff
Profession Mechanic: Serenity. Similar to the Berserk mode of berserkers, it is a unique burst skill that alters existing burst skills to grant different boons to themselves and allies depending on which burst skill is used
Utility skills: Mantras.
Engineer/Apothecary or Aethermancer***:
4a. Apothecary: Condi-focused spec
Lore: Apothecaries are masters of chemicals that have studied various elixirs and poisons over the years and uses this knowledge to enhance their fighting capabilities
Profession mechanic: Douses player in volatile chemicals granting retaliation and causing various conditions to enemies when hit, after a few seconds the player ignites the chemicals causing an explosion that knocks back enemies and gives them burning damage. The drawback is that the player will also take damage from doing this so you must monitor your health when using this
Utility skill: Chemicals. similar to Thief's venom skills, these can add additional conditions and/or boons to your weapon skills or create aoe fields that can harm enemies and buff allies.
Note: This could potentially bring back old traits such as Acidic Elixirs and Acid coating.
4b: Aethermancer: CC-focused spec
Lore: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as Aethermancers
Weapon: Main-hand mace
Profession mechanic: N/A
Utility skills: Aether weapons. Summons weapons of pure aether energy to attack or defend, similar to guardian's spirit weapons
Elementalist/Spellslinger: Ranged/dps-focused spec
Lore: Some elementalists are not able to wield magic like their brethren. Fortunately, the ones in Cantha found a workaround for that by focusing the elements into specially made ammunition, allowing them to cast spells through pistols at great distances by simply pulling the trigger
Weapon: Dual pistols
Profession mechanic: Attunements become ammunition. Spellslingers are able to attack without needing to be attuned to a specific element, and instead creates bullets that are based on one of the four elements. These bullets last for about 15 charges, but this can be increased to 20 through e-spec trait. they're able to switch to other ammo like before but if you do with while another set of ammo is active, you will lose the leftover charges and will have to wait until cooldown to use them again
Utility skills: Tricks
Ranger/Warden: Dps/CC-focused spec
Lore: 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
Profession mechanic: Build energy during combat to use unique skill to temporarily transform into large tree monster.
Utility skills: Punishments
Thief/Gangleader: DPS/support-focused spec
Lore: Various gangs run rampant in the criminal underworld. As a gangleader, you will command your underlings to do your bidding while aiding them in battle
Weapon: Main-hand/Dual mace(s)***
Profession mechanic: N/A
Utility skills: Minions. Summon gang members with unique abilities and effects, similar to Necromancer's minions
Mesmer/Shinobi: Stealth/condi-focused spec
Lore: The mesmers of Cantha have incorporated the stealth abilities of ancient Assassins as well as their modern day descendants, the thieves, to become Shinobi.
Weapon: Dual daggers
Profession Mechanic: N/A
Utility skills: N/A
Necromancer/Seance: Support/ranged-focused spec
Lore: Seances seek to bring peace to restless souls and protect them from otherworldly creatures that would harm them. They can also summon spirits to aid them in battle
Profession Mechanic: Replaces Death Shroud with Spirit Shroud. This grants unique skills that heals and buffs themselves and other players as well as do damage. #5 skill grants the user distortion for a few seconds
Utility skills: Spirits. Similar to Ranger's spirits, seance's summon ghostly souls that cause effects depending on which ones where summoned. These skills can also be traited to grant distortion when activated
*Name subject to change
**would like to see a combination of two of these, even if it is unlikely that will happen.
***Either one could work