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Some thoughts on possible EoD elite specs

Ryo.5824Ryo.5824 Member ✭✭

Purely based on what i feel the classes still lack and suits their style, feel free to express ur own thoughts or look down/up on mine:
Warrior: Another power oriented elite with considerable duel power, likely gaining bonus from duel.
Guardian: I dont have a clue this class can do anything with its current elites already
Revenant: A very bursty stance
Ranger: Some extra interaction with its pet and potentially making it the main combat power instead of the ranger itself
Thief: An elite that focuses on a more sustained style of damage
Engineer: An elite that excels in healing and other form of support. Might have some interesting mechanic that gives teammates certain equipments to use
Mesmer: Focus on keeping the clones alive and benefiting from doing so rather than sacrificing them all the time
Necromancer: Pure ranged shroud that benefits from not taking damage
and last but not least,
Elementalist: Some even more complicated mechanic that no one will understand without four years of practice!

<1

Comments

  • Your idea for Ranger intrigues me but I don't think its likely as a pure beastmaster tends to be very niche, but one can hope I suppose. Do you have any ideas on weapons to go with these elite spec ideas? (Also this might be better in General than in Lore).

    Hate Is Fuel.

  • Ryo.5824Ryo.5824 Member ✭✭

    @The Greyhawk.9107 said:
    Your idea for Ranger intrigues me but I don't think its likely as a pure beastmaster tends to be very niche, but one can hope I suppose. Do you have any ideas on weapons to go with these elite spec ideas? (Also this might be better in General than in Lore).

    I dunno how to update the thread so imma put it here:
    Warrior: Pistol would be a very interesting addition, giving warrior some extra ability to hit from far
    Guardian: No clue
    Revenant: Scepter that bursts hard
    Ranger: Focus/Shield to maximize self-defense capability while using other means to interact with pet
    Thief: Offhand Sword that can hopefully give some form of blocking
    Engineer: Torch sounds reasonable to me, tho it might sound weird to others?
    Mesmer: Warhorn that grants effects to clones
    Necromancer: Sword (With ranged spells instead)
    Elementalist: Some hammer with a mix of heavy close combat damage and durability and kiting and bonus granting and whatever that elementalist can always do

    And writing this just gave me a terrible idea of potential elementalist mechanic: able to swap weapon in the middle of combat

    And yeah I probably do want this in General instead. Is there any way the thread can be moved or do I need to copy paste everything?

  • Fueki.4753Fueki.4753 Member ✭✭✭✭

    Thieves need a spec that replace any and all forms of Stealth application with passive defences.
    That way, Thieves might actually have a chance to take some hits and no longer are shackled down by the hit and run gameplay they currently are reduced into.

  • Tuco.2419Tuco.2419 Member ✭✭✭

    I can't be the only one that would prefer EoD comes out with mechanics that effect all professions, like a sixth weapon skill vs adding new elite specs.

  • EdwinLi.1284EdwinLi.1284 Member ✭✭✭

    I still hope for a Greatsword Wrist Launcher Elite Spec for Engineer that focus on modifying the Main Weapons by taking apart kits to use their parts into adjusting and creating new ways to fight with the Main Weapon.

  • Veprovina.4876Veprovina.4876 Member ✭✭✭✭

    Mesmer phantasms used to stay summoned and attack indefinitely. It was one of the main mesmer builds before HoT. Was really good at single target damage like bosses that dont move much. You would summon them and as they attacked then the mesmer provided some utility while in the fight like pulls and stuff. Then they decided that not this cannot do, and made them attack once then turn into an illusion. So your mesmer suggestion already existed once and it was awesome! I miss that. If they bring that back as an elite, I wouldnt mind.

  • Aerick Blackmoore.8167Aerick Blackmoore.8167 Member ✭✭
    edited December 3, 2020

    Hmm some predictions, based on weapons and skills received / missing from professions in previous expansions:
    Guardian:
    Either Dagger main (and offhand )like Warrior did in PoF or offhand Warhorn.
    Type: Melee Bruiser Daggers / Commander like with a Warhorn.
    Skill: Stance
    Revenant:
    Daggers main (and offhand), Scepter or Greatsword.
    Type: Melee Bruiser with Daggers / Greatsword or Ranged Caster with Scepter.
    Skill: Legendary Aspect
    Warrior:
    Short Bow or Staff, possibly main and offhand Pistols.
    Type: Ranged Direct DPS with Short Bow / Pistols or Melee Evasive attacks with Staff.
    Skill: Either Cantrip or Trap for Ranged, Deception or Mantra for Staff
    Engineer:
    Main or offhand Mace, possibly Torch.
    Type: Melee Bruiser or Ranged Utility
    Skill: Physical
    Ranger:
    Hammer or Rifle
    Type: Melee Heavy Direct Damage or Ranged DPS both Beastmaster Focussed.
    Skill: Physical Hammer or Shouts Rifle
    Thief:
    Mace or Greatsword, possibly Scepter
    Type: Melee Bruiser or Caster Ranged
    Skill: Mace and Greatsword Stance, Glyphs Scepter
    Elementalist:
    Long or Short bow, possibly Hammer
    Type: Ranged Caster big Single Target DPS in all 3 cases.
    Skill: Wells for AoE
    Mesmer:
    Long or Short bow
    Type: Ranged Direct DPS
    Skill: Cantrip
    Necromancer:
    Mace,Pistol or Sword mainhand
    Type: Control / Corrupter Melee or Ranged
    Skill: Cantrip, Deception or Stance

    • AB
  • @Tuco.2419 said:
    I can't be the only one that would prefer EoD comes out with mechanics that effect all professions, like a sixth weapon skill vs adding new elite specs.

    You kinda might, can't say that I've ever heard anyone postulate a six weapon skill instead of new E-specs. I don't think it would go over real well if it was implemented.

    @Veprovina.4876 said:
    Mesmer phantasms used to stay summoned and attack indefinitely. It was one of the main mesmer builds before HoT. Was really good at single target damage like bosses that dont move much. You would summon them and as they attacked then the mesmer provided some utility while in the fight like pulls and stuff. Then they decided that not this cannot do, and made them attack once then turn into an illusion. So your mesmer suggestion already existed once and it was awesome! I miss that. If they bring that back as an elite, I wouldnt mind.

    I don't remember this being a thing, particularly as recently as pre-HoT/LW season 2, and looking at the page history for Illusions on the Wiki doesn't corroborate this.

    @Ryo.5824 said:

    @The Greyhawk.9107 said:
    Your idea for Ranger intrigues me but I don't think its likely as a pure beastmaster tends to be very niche, but one can hope I suppose. Do you have any ideas on weapons to go with these elite spec ideas? (Also this might be better in General than in Lore).

    I dunno how to update the thread so imma put it here:
    Warrior: Pistol would be a very interesting addition, giving warrior some extra ability to hit from far
    Guardian: No clue
    Revenant: Scepter that bursts hard
    Ranger: Focus/Shield to maximize self-defense capability while using other means to interact with pet
    Thief: Offhand Sword that can hopefully give some form of blocking
    Engineer: Torch sounds reasonable to me, tho it might sound weird to others?
    Mesmer: Warhorn that grants effects to clones
    Necromancer: Sword (With ranged spells instead)
    Elementalist: Some hammer with a mix of heavy close combat damage and durability and kiting and bonus granting and whatever that elementalist can always do

    And writing this just gave me a terrible idea of potential elementalist mechanic: able to swap weapon in the middle of combat

    And yeah I probably do want this in General instead. Is there any way the thread can be moved or do I need to copy paste everything?

    Can't say I'm particularly enthusiastic about foci for rangers and I'm rather neutral on shields as well, but I'd love to finally get an offhand sword for thieves. Its also high time that thieves get more Dual Wield skills, since the last two E-specs were two-handed weapons.

    Hate Is Fuel.

  • Ryo.5824Ryo.5824 Member ✭✭

    @Fueki.4753 said:
    Thieves need a spec that replace any and all forms of Stealth application with passive defences.
    That way, Thieves might actually have a chance to take some hits and no longer are shackled down by the hit and run gameplay they currently are reduced into.

    ahh thats a very interesting mention. how about: whenever you exit stealth, you are revealed for x seconds. when you are revealed, you take 90% less damage.
    something like this, definitely need balanced numbers instead but the point is there

    @Tuco.2419 said:
    I can't be the only one that would prefer EoD comes out with mechanics that effect all professions, like a sixth weapon skill vs adding new elite specs.

    plz not 6th weapon skill its already hard enough to learn all the stuff xD but maybe they will do it for elementalist

    @Veprovina.4876 said:
    Mesmer phantasms used to stay summoned and attack indefinitely. It was one of the main mesmer builds before HoT. Was really good at single target damage like bosses that dont move much. You would summon them and as they attacked then the mesmer provided some utility while in the fight like pulls and stuff. Then they decided that not this cannot do, and made them attack once then turn into an illusion. So your mesmer suggestion already existed once and it was awesome! I miss that. If they bring that back as an elite, I wouldnt mind.

    defo want the clones to have hp so they can be hit and die when they take some damage.

    @The Greyhawk.9107 said:
    Can't say I'm particularly enthusiastic about foci for rangers and I'm rather neutral on shields as well, but I'd love to finally get an offhand sword for thieves. Its also high time that thieves get more Dual Wield skills, since the last two E-specs were two-handed weapons.

    hammer and rifle from @Aerick Blackmoore.8167 sounds interesting to me tbh, do you have something else in mind? also yeah, dual wield needs more content

    @Aerick Blackmoore.8167 said:
    Hmm some predictions, based on weapons and skills received / missing from professions in previous expansions:
    Guardian:
    Either Dagger main (and offhand )like Warrior did in PoF or offhand Warhorn.
    Type: Melee Bruiser Daggers / Commander like with a Warhorn.
    Skill: Stance
    Revenant:
    Daggers main (and offhand), Scepter or Greatsword.
    Type: Melee Bruiser with Daggers / Greatsword or Ranged Caster with Scepter.
    Skill: Legendary Aspect
    Warrior:
    Short Bow or Staff, possibly main and offhand Pistols.
    Type: Ranged Direct DPS with Short Bow / Pistols or Melee Evasive attacks with Staff.
    Skill: Either Cantrip or Trap for Ranged, Deception or Mantra for Staff
    Engineer:
    Main or offhand Mace, possibly Torch.
    Type: Melee Bruiser or Ranged Utility
    Skill: Physical
    Ranger:
    Hammer or Rifle
    Type: Melee Heavy Direct Damage or Ranged DPS both Beastmaster Focussed.
    Skill: Physical Hammer or Shouts Rifle
    Thief:
    Mace or Greatsword, possibly Scepter
    Type: Melee Bruiser or Caster Ranged
    Skill: Mace and Greatsword Stance, Glyphs Scepter
    Elementalist:
    Long or Short bow, possibly Hammer
    Type: Ranged Caster big Single Target DPS in all 3 cases.
    Skill: Wells for AoE
    Mesmer:
    Long or Short bow
    Type: Ranged Direct DPS
    Skill: Cantrip
    Necromancer:
    Mace,Pistol or Sword mainhand
    Type: Control / Corrupter Melee or Ranged
    Skill: Cantrip, Deception or Stance

    bows on caster classes are really weird, and i really doubt if warriors will ever get casting ability. but the rest sounds very interesting. also i think some traditional characteristics of classes wont get abandoned, like thiefs will probably still be squishy without a lot of skills, necro will have some trouble on one shotting enemies without shround, etc

  • Veprovina.4876Veprovina.4876 Member ✭✭✭✭
    edited December 3, 2020

    @The Greyhawk.9107 said:

    @Veprovina.4876 said:
    Mesmer phantasms used to stay summoned and attack indefinitely. It was one of the main mesmer builds before HoT. Was really good at single target damage like bosses that dont move much. You would summon them and as they attacked then the mesmer provided some utility while in the fight like pulls and stuff. Then they decided that not this cannot do, and made them attack once then turn into an illusion. So your mesmer suggestion already existed once and it was awesome! I miss that. If they bring that back as an elite, I wouldnt mind.

    I don't remember this being a thing, particularly as recently as pre-HoT/LW season 2, and looking at the page history for Illusions on the Wiki doesn't corroborate this.

    Just because you couldn't find it or it's not on the wiki, doesn't mean it didn't happen.
    I know because i played that build, we used to run Citadel of Flame, and for the boss, i would always summon my phantasms, and just hang in the back dodging stuff and providing support, occasionally re-summoning a phantasm if one got killed. Then at low boss life, i would shatter them to add some burst damage.

    But if you don't believe me and need proof, here:
    https://en-forum.guildwars2.com/discussion/26687/shattering-the-status-quo/p1

    EDIT: If you look at the comments in that thread - phantasm mesmer was a thing in raids. The phantasm change was fairly recent, phantasms functioned like that longer than they have not.

    @Ryo.5824 said:

    @Veprovina.4876 said:
    Mesmer phantasms used to stay summoned and attack indefinitely. It was one of the main mesmer builds before HoT. Was really good at single target damage like bosses that dont move much. You would summon them and as they attacked then the mesmer provided some utility while in the fight like pulls and stuff. Then they decided that not this cannot do, and made them attack once then turn into an illusion. So your mesmer suggestion already existed once and it was awesome! I miss that. If they bring that back as an elite, I wouldnt mind.

    defo want the clones to have hp so they can be hit and die when they take some damage.

    They already do:
    https://wiki.guildwars2.com/wiki/Illusion

    Clones are low HP, and phantasms have more but don't look like the Mesmer.
    You can also target them and kill them, i mean, that's the whole profession mechanic, of course you can kill them.

  • Grand Marshal.4098Grand Marshal.4098 Member ✭✭✭
    edited December 3, 2020

    I can only speak for warrior tbh. Without going into details on mechanics and before saying what i would want. I'll say what I don't want:

    • Staff on warrior. Revenant already a heavy class which uses staff for melee and what people describe most of the times is Daredevil.
    • Pistols are used as they are meant to be, from Thieves and Engineers. We already have the Rifle and although it is not THE 'amazing ranged' weapon, it fits. Warriors are brutes not pew pew pistols guys.
    • In overall no existing weapon does it for me.

    What I would want to see:

    • New weapon. Yes I know we won't have one, but the idea of a warrior with a Greataxe amazes me.
    • A very cool mechanic with adrenalie. What I have thought off so far is a 'Potency" mechanic, where adrenaline is created by the instensity of a weapon's attck. So in our bars we would see adrenaline going gradually up and down depending on how hard we hit. Each time we reach a 'burst' threshold we can press F1, F2 or F3 for a specilized burst. We basically have 3 different burst skills per weapon and activating them in order (as a combo) offers some for of advantage over to having full adrenaline and click F2 then F1 and etc. Each specialized Burst consumes it's own bar of adrenaline, instead of reducing the total adrenaline. so you can charge t3 bursts (while in combat ofc), and use t1 bursts without losing the t3 one.

    I genuinely doubt spear on warrior will be a thing since the spellbreaker lore states that the spears became daggers, so doing something for EoD tahts reminiscent of that would feel out of place.

  • Aerick Blackmoore.8167Aerick Blackmoore.8167 Member ✭✭
    edited December 3, 2020

    @Ryo.5824 said:

    bows on caster classes are really weird, and i really doubt if warriors will ever get casting ability. but the rest sounds very interesting. also i think some traditional characteristics of classes wont get abandoned, like thiefs will probably still be squishy without a lot of skills, necro will have some trouble on one shotting enemies without shround, etc

    Think Gowther from Seven Deadly Sins for Mesmer and by default Elementalist. Thiefs could still very well be squishy with the suggested skill-lines. Shroud can be done in various ways as we've seen in Reaper / Scourge.

    Thank you for the compliment =)

    • AB
  • @Tuco.2419 said:
    I can't be the only one that would prefer EoD comes out with mechanics that effect all professions, like a sixth weapon skill vs adding new elite specs.

    The only weapon I would accept is Cestus/Fist weapons. That's right, I want us to be able to punch out an Elder Dragon. It'd fit a lot of professions pretty easily, and the animations could look pretty cool overall. Examples could include an Ele uppercutting an enemy with a giant stone fist, Rangers clawing at an enemy like a wild animal, or Guardians doing "aura pulses" from their palm to pierce an enemy with an unblockable attack.

  • @Ryo.5824 said:

    @The Greyhawk.9107 said:
    Can't say I'm particularly enthusiastic about foci for rangers and I'm rather neutral on shields as well, but I'd love to finally get an offhand sword for thieves. Its also high time that thieves get more Dual Wield skills, since the last two E-specs were two-handed weapons.

    hammer and rifle from @Aerick Blackmoore.8167 sounds interesting to me tbh, do you have something else in mind? also yeah, dual wield needs more content

    I might like hammer on Rangers. I dunno if you played GW1, but there was a build (or rather builds) for Rangers that was heavily Pet focused that also used a hammer. It was called the Bunny Thumper. Might be cool to see a successor to this build in GW2.

    @Veprovina.4876 said:

    @The Greyhawk.9107 said:

    @Veprovina.4876 said:
    Mesmer phantasms used to stay summoned and attack indefinitely. It was one of the main mesmer builds before HoT. Was really good at single target damage like bosses that dont move much. You would summon them and as they attacked then the mesmer provided some utility while in the fight like pulls and stuff. Then they decided that not this cannot do, and made them attack once then turn into an illusion. So your mesmer suggestion already existed once and it was awesome! I miss that. If they bring that back as an elite, I wouldnt mind.

    I don't remember this being a thing, particularly as recently as pre-HoT/LW season 2, and looking at the page history for Illusions on the Wiki doesn't corroborate this.

    Just because you couldn't find it or it's not on the wiki, doesn't mean it didn't happen.
    I know because i played that build, we used to run Citadel of Flame, and for the boss, i would always summon my phantasms, and just hang in the back dodging stuff and providing support, occasionally re-summoning a phantasm if one got killed. Then at low boss life, i would shatter them to add some burst damage.

    But if you don't believe me and need proof, here:
    https://en-forum.guildwars2.com/discussion/26687/shattering-the-status-quo/p1

    EDIT: If you look at the comments in that thread - phantasm mesmer was a thing in raids. The phantasm change was fairly recent, phantasms functioned like that longer than they have not.

    Mea Culpa. I misunderstood what you were speaking of. I thought you were saying that Mesmer Illusions, both clones and phantasms, were originally capable of staying summoned even if the enemy they were summoned to target had died. I also got mixed up on terminology, thought of illusions when you only said phantasms. I actually hadn't been aware that they changed how phantasms worked, thats how long its been since I've really used my memser for anything other than making portals at Jumping Puzzles.

    Hate Is Fuel.

  • @The Greyhawk.9107 said:

    @Ryo.5824 said:

    @The Greyhawk.9107 said:
    Can't say I'm particularly enthusiastic about foci for rangers and I'm rather neutral on shields as well, but I'd love to finally get an offhand sword for thieves. Its also high time that thieves get more Dual Wield skills, since the last two E-specs were two-handed weapons.

    hammer and rifle from @Aerick Blackmoore.8167 sounds interesting to me tbh, do you have something else in mind? also yeah, dual wield needs more content

    I might like hammer on Rangers. I dunno if you played GW1, but there was a build (or rather builds) for Rangers that was heavily Pet focused that also used a hammer. It was called the Bunny Thumper. Might be cool to see a successor to this build in GW2.

    Yes, I have and is where the idea came from, in combination with the missing weapon line for the Ranger at the moment.

    • AB
  • I would like warrior to get an assassin-like elite profession. Shadow Warrior or something. I guess in that case, then a focus would probably be the new weapon. But having stealth and traps would be pretty fun and be very different from the current choices. For the elite spec unlock weapon they can make the focus look like some kind of fist weapon/claw, etc.

    I kinda gave up on land spears. lol Although it would be interesting for Anet to introduce amphibious elite specs.

  • Veprovina.4876Veprovina.4876 Member ✭✭✭✭

    @The Greyhawk.9107 said:

    @Ryo.5824 said:

    @The Greyhawk.9107 said:
    Can't say I'm particularly enthusiastic about foci for rangers and I'm rather neutral on shields as well, but I'd love to finally get an offhand sword for thieves. Its also high time that thieves get more Dual Wield skills, since the last two E-specs were two-handed weapons.

    hammer and rifle from @Aerick Blackmoore.8167 sounds interesting to me tbh, do you have something else in mind? also yeah, dual wield needs more content

    I might like hammer on Rangers. I dunno if you played GW1, but there was a build (or rather builds) for Rangers that was heavily Pet focused that also used a hammer. It was called the Bunny Thumper. Might be cool to see a successor to this build in GW2.

    @Veprovina.4876 said:

    @The Greyhawk.9107 said:

    @Veprovina.4876 said:
    Mesmer phantasms used to stay summoned and attack indefinitely. It was one of the main mesmer builds before HoT. Was really good at single target damage like bosses that dont move much. You would summon them and as they attacked then the mesmer provided some utility while in the fight like pulls and stuff. Then they decided that not this cannot do, and made them attack once then turn into an illusion. So your mesmer suggestion already existed once and it was awesome! I miss that. If they bring that back as an elite, I wouldnt mind.

    I don't remember this being a thing, particularly as recently as pre-HoT/LW season 2, and looking at the page history for Illusions on the Wiki doesn't corroborate this.

    Just because you couldn't find it or it's not on the wiki, doesn't mean it didn't happen.
    I know because i played that build, we used to run Citadel of Flame, and for the boss, i would always summon my phantasms, and just hang in the back dodging stuff and providing support, occasionally re-summoning a phantasm if one got killed. Then at low boss life, i would shatter them to add some burst damage.

    But if you don't believe me and need proof, here:
    https://en-forum.guildwars2.com/discussion/26687/shattering-the-status-quo/p1

    EDIT: If you look at the comments in that thread - phantasm mesmer was a thing in raids. The phantasm change was fairly recent, phantasms functioned like that longer than they have not.

    Mea Culpa. I misunderstood what you were speaking of. I thought you were saying that Mesmer Illusions, both clones and phantasms, were originally capable of staying summoned even if the enemy they were summoned to target had died. I also got mixed up on terminology, thought of illusions when you only said phantasms. I actually hadn't been aware that they changed how phantasms worked, thats how long its been since I've really used my memser for anything other than making portals at Jumping Puzzles.

    Haha, yeah i get those mixed up all the time too, and i play a mesmer. :tongue:

    Accordign to the wiki, i think, "illusions" are all of them, so if a skill or something says like "illusions are stronger" that covers both "clones" (which are identical to the mesmer but weak), and "phantasms" (which we discussed in this thread). So when i see illusion somewhere, i have to think for a second what that's referring to haha.

    And yeah, lol, i meant indefinitely as long as your target was alive. I thought that was implied since that's how mesmers work, but i should have explained it better what i meant. They never stayed after your target was dead. Not even the old phantasms, that's why they were best for bosses, since bosses wouldn't just go down too fast. Then you could summon 3 and just either dps yourself, or hang back and help others. They also counted towards the 3 summon limit like clones do. Now they changed it that phantasms don't use up a summon space and you can't shatter them. I like this change because now they attack and turn into a clone, so while they're attacking, you can shatter clones as well without the fear of interrupting your phantasm.

    In any case, yeah, they changed that so maybe a new elite spec could be based around phantasms and sustained damage rather than shattering and bursting Chrono and Mirage have. We'll see i guess, still a long way til the expansion.

  • Ryo.5824Ryo.5824 Member ✭✭

    @Ryo.5824 said:

    @Veprovina.4876 said:
    Mesmer phantasms used to stay summoned and attack indefinitely. It was one of the main mesmer builds before HoT. Was really good at single target damage like bosses that dont move much. You would summon them and as they attacked then the mesmer provided some utility while in the fight like pulls and stuff. Then they decided that not this cannot do, and made them attack once then turn into an illusion. So your mesmer suggestion already existed once and it was awesome! I miss that. If they bring that back as an elite, I wouldnt mind.

    defo want the clones to have hp so they can be hit and die when they take some damage.

    They already do:
    https://wiki.guildwars2.com/wiki/Illusion

    Clones are low HP, and phantasms have more but don't look like the Mesmer.
    You can also target them and kill them, i mean, that's the whole profession mechanic, of course you can kill them.

    Yeah and what I'm thinking is maybe buffing the clones so they become very hard to kill if played properly, and/or does increased damage, something like that

  • Ryo.5824Ryo.5824 Member ✭✭

    @The Greyhawk.9107 said:

    @Ryo.5824 said:

    @The Greyhawk.9107 said:
    Can't say I'm particularly enthusiastic about foci for rangers and I'm rather neutral on shields as well, but I'd love to finally get an offhand sword for thieves. Its also high time that thieves get more Dual Wield skills, since the last two E-specs were two-handed weapons.

    hammer and rifle from @Aerick Blackmoore.8167 sounds interesting to me tbh, do you have something else in mind? also yeah, dual wield needs more content

    I might like hammer on Rangers. I dunno if you played GW1, but there was a build (or rather builds) for Rangers that was heavily Pet focused that also used a hammer. It was called the Bunny Thumper. Might be cool to see a successor to this build in GW2.

    Nah I haven't played GW1 at all. its really interesting tho, im curious as in what connects the hammer with beastmaster, and what sort of skills you think ranger will get if beastmaster

  • Veprovina.4876Veprovina.4876 Member ✭✭✭✭

    @Ryo.5824 said:

    @Ryo.5824 said:

    @Veprovina.4876 said:
    Mesmer phantasms used to stay summoned and attack indefinitely. It was one of the main mesmer builds before HoT. Was really good at single target damage like bosses that dont move much. You would summon them and as they attacked then the mesmer provided some utility while in the fight like pulls and stuff. Then they decided that not this cannot do, and made them attack once then turn into an illusion. So your mesmer suggestion already existed once and it was awesome! I miss that. If they bring that back as an elite, I wouldnt mind.

    defo want the clones to have hp so they can be hit and die when they take some damage.

    They already do:
    https://wiki.guildwars2.com/wiki/Illusion

    Clones are low HP, and phantasms have more but don't look like the Mesmer.
    You can also target them and kill them, i mean, that's the whole profession mechanic, of course you can kill them.

    Yeah and what I'm thinking is maybe buffing the clones so they become very hard to kill if played properly, and/or does increased damage, something like that

    Oh, i thought you meant that they dont have health now. They do, just very little, they're illusions they're fragile, I think that's the point.

  • Aerick Blackmoore.8167Aerick Blackmoore.8167 Member ✭✭
    edited December 4, 2020

    @Ryo.5824 said:

    @The Greyhawk.9107 said:

    @Ryo.5824 said:

    @The Greyhawk.9107 said:
    Can't say I'm particularly enthusiastic about foci for rangers and I'm rather neutral on shields as well, but I'd love to finally get an offhand sword for thieves. Its also high time that thieves get more Dual Wield skills, since the last two E-specs were two-handed weapons.

    hammer and rifle from @Aerick Blackmoore.8167 sounds interesting to me tbh, do you have something else in mind? also yeah, dual wield needs more content

    I might like hammer on Rangers. I dunno if you played GW1, but there was a build (or rather builds) for Rangers that was heavily Pet focused that also used a hammer. It was called the Bunny Thumper. Might be cool to see a successor to this build in GW2.

    Nah I haven't played GW1 at all. its really interesting tho, im curious as in what connects the hammer with beastmaster, and what sort of skills you think ranger will get if beastmaster

    Hammer and Shouts could work really well, remember the Command skills used to be Shouts in GW2. The Bunny Thumper in GW1 had interrupt skills from the Beastmastery line and Knockdowns from the Hammer skill tree (https://wiki.guildwars.com/wiki/Hammer_Mastery#Hammer_Mastery_skills and https://wiki.guildwars.com/wiki/Beast_Mastery#Beast_Mastery_skills) So pet and Ranger worked in unison. Could see that happening in a similar way in GW2 with either Hammer or Rifle.

    What could also be a possibility is a more Earth Magic based Ranger(Druid is Celestial) with Scepter or Focus. Mantra or Meditation could be skill lines together with Focus or Scepter. Could be a link to the Wardens in GW1 from the Echovald Forest https://wiki.guildwars.com/wiki/Warden

    • AB
  • Bored and cruising the forums, so I'll post some thoughts from another thread of mine, as well as thoughts from chattering with a fellow player:

    • Thief: focus off-hand with synergy around Shadow Arts and Deception skills, inspired by the Am Fah and Jade Brotherhood gangs of Factions -- trades stealth and damage for utility, and the ability to summon shadowy manifestations, as well as a replacement to Steal, inspired by the GW1 Assassin kill, "Shadow Form," which grants defensive bonuses for its duration.
    • Necromancer: basically Ritualist (we all know that Revenant is a heavy-armor Ritualist, so this is moot). A greater focus on conditions and Corruption skills, styled after the miasma and affliction which plagued Cantha during the time of the Great Hero. Gains additional bonuses for the number and type of conditions it is afflicted by, and gains a new Shroud type, which transforms them into a shambling monstrosity. Weapon unknown at time of writing.
    • Warrior: honestly, what warrior lacks most is better ranged combat; both rifle and longbow, while effective, are kind of lack-luster. A shortbow warrior focused on skirmishing (with synergy in the Arms trait line, for condition application) would be an interesting direction and, with a few disengages, could turn Warrior into a really good mid-ranged combatant.
    • Revenant: actually Ritualist. Yes, I want revenant to get a ranged staff (unlikely, due to probable engine limitations) or a scepter weapon and the ability to conjure stationary "bound spirits" like the Ritualist in Factions. Vastly different play-style and possibly some much-needed application of range outside of hammer and Renegade.
    • Engineer: more of a focus on Alchemy and Elixir skills, and perhaps a slightly more profane take on both its use and its methods. Not quite sure what, but something that dabbles into the more real-world hunt for immortality, longevity, and very questionable applications of heavy metals. Scepter could be an interesting weapon choice here, as well as a hybrid mid-range staff as an alternative.
    • Guardian: counterinituitive though it was, I kind of liked the conceptual change to Guardian's Virtues, and think a more active playstyle around them might work again. Perhaps instead of firebrand's offensive (and condition-oriented) design, we could focus more on a classic supportive role, building off of the Virtues and Valor traitlines, whilst simultaneously providing something similar to the "Protection Spells" of GW1 Monk. Weirdly enough, I'm liking the mental image of ranged hammer for this aesthetic.
    • Ranger: neither existing Ranger elite spec has exploited their iconic archery, so something with synergy in Marksmanship and Nature Magic traitlines and Survival skills could be interesting -- really have a classic pathfinder feeling to them.
    • Mesmer: I'd honestly like to see mesmer move away from shatters and churning of illusions, though obviously we can't get rid of the latter. Perhaps give them a treatment similar to Scourge's shades; an option to either summon all 3 lesser illusions, or 1 big "greater illusion" that provides a far more persistent and formidable ally in a fight, and could satisfy @Ryo.5824's request for beefier illusions.
    • Elementalist: ... sorry, I've got nothing here. The profession is already such a mixed bag due to elemental attunements, that I really haven't any clue what to offer it.
  • The Greyhawk.9107The Greyhawk.9107 Member ✭✭✭
    edited December 5, 2020

    I just can't bet behind Foci on classes like rangers and thieves, especially thieves. I've been waiting since well before launch for thieves to get that offhand sword.

    @Ryo.5824 said:

    @The Greyhawk.9107 said:

    @Ryo.5824 said:

    @The Greyhawk.9107 said:
    Can't say I'm particularly enthusiastic about foci for rangers and I'm rather neutral on shields as well, but I'd love to finally get an offhand sword for thieves. Its also high time that thieves get more Dual Wield skills, since the last two E-specs were two-handed weapons.

    hammer and rifle from @Aerick Blackmoore.8167 sounds interesting to me tbh, do you have something else in mind? also yeah, dual wield needs more content

    I might like hammer on Rangers. I dunno if you played GW1, but there was a build (or rather builds) for Rangers that was heavily Pet focused that also used a hammer. It was called the Bunny Thumper. Might be cool to see a successor to this build in GW2.

    Nah I haven't played GW1 at all. its really interesting tho, im curious as in what connects the hammer with beastmaster, and what sort of skills you think ranger will get if beastmaster

    As Aerick pointed out, the hammer and pet build in GW1 synergized really well with how Rangers and the dual class system worked in that game. You should give it a try, GW1 is still live, I still pop in now and then. Can't say I'd know what kind of utilities to make, too far outside my wheelhouse.

    Hate Is Fuel.

  • ugrakarma.9416ugrakarma.9416 Member ✭✭✭✭

    i dont have much preferences, just hope more "thematic" and lore wise.

    even after hot and pof, i had feel that specs is just a pure randoness imagination disconnected from the tyria world.

    main pvp: Khel the Undead(power reaper).

  • @ugrakarma.9416 said:
    i dont have much preferences, just hope more "thematic" and lore wise.

    even after hot and pof, i had feel that specs is just a pure randoness imagination disconnected from the tyria world.

    Well, that's at least partially true I guess. To be fair to Arenanet (an odd statement coming from me) they are thinking about mechanics before they are about lore, which is how it should be. Especs have to fill a game play need first and foremost and a thematics one secondarily. That said I think at least a few of the existing especs are decently thematically designed, in my opinion of course. Reapers, Druids, Spellbreaker, and Chronomancers being the strongest examples, again, in my opinion.

    Hate Is Fuel.

  • Ryo.5824Ryo.5824 Member ✭✭
    edited December 6, 2020

    @ugrakarma.9416 said:
    i dont have much preferences, just hope more "thematic" and lore wise.

    even after hot and pof, i had feel that specs is just a pure randoness imagination disconnected from the tyria world.

    I feel like they definitely have a trend or general style that they wanna keep for each class tho

    @The Greyhawk.9107 said:
    As Aerick pointed out, the hammer and pet build in GW1 synergized really well with how Rangers and the dual class system worked in that game. You should give it a try, GW1 is still live, I still pop in now and then. Can't say I'd know what kind of utilities to make, too far outside my wheelhouse.

    probs not gw2 is a lot to play already xD i have level 80 characters w/ 8% map completion and i probs wana increase that somehow

  • draxynnic.3719draxynnic.3719 Member ✭✭✭✭

    My general thoughts:

    Warrior: Warriors currently have a DPS-oriented spec (berserker) and a tanky/disruption oriented spec (spellbreaker). I think there's room for a 'troop commander' type spec oriented towards support. Such a spec would probably need to be balanced with the knowledge that banners are a form of support that warriors are already in high demand for, but it could be interesting to see warriors being able to take roles that are more 'banners with some additional support' than the current 'banners with an otherwise DPS-oriented build' approach. Possibly even with the potential for the warrior to forego banners to really double down on support: there's no need for warriors to be permanently limited to one per raid squad, after all.

    Guardian: Like many people, I'm hoping that Almorra might be a sign of things to come. Guardian builds at the moment are largely focused around dishing out damage in an area, and their duelling potential generally just comes from trying to keep their opponent trapped in field of bad. That aspect will probably never go away since a lot of it is coming from the core profession, but it'd be nice to see a spec that leans more towards 1v1 than throwing out lots of AoE.

    Revenant: This has been several topics on its own, but my inclination here is to point towards possible candidates for legends. Between norn, asura, and Canthan legends (and I'd personally prefer one of the first two, since there's already a Canthan legend and revenant isn't supposed to be a heavily Canthan-influenced profession), there's plenty of possible sources. One thing I definitely will say, however, is this: Renegade is already the closest thing you've going to get to ritualist on a revenant base, stop asking. Part of what made ritualist special is the customisability and interplay between wildly different skill types. You're NEVER going to get a satisfying ritualist substitute on a profession that buys its elite skills in packs of five, and which is always going to be expected to spend about half its time using a core legend. Want a ritualist? Find the core profession that requires the least additional skills to resemble a ritualist, and give it an elite specialisation that covers the rest.

    Ranger: I'm a little light on ranger ideas at the moment, but I am inclined to echo the idea of bringing the bunny thumper back. Possibly something similar to the scrapper and spellbreaker in being something that specialises more on durability and disruption than in straight DPS, since soulbeast seems to be the DPS option for both power and conditions.

    Thief: As much as I know some people don't like it, I think a return to Cantha is an opportunity to pull in the full breadth of magical capabilities that were available to the GW1 assassin. Time for a new weapon that can use the dual wield skill mechanic, and I think the weapon to do that is focus. This could possibly be an option to make support thief something that is no longer a meme. While I know some people prefer to keep magic out of the Thief (even if that horse clearly bolted with the core game...), I think one elite specialisation that focuses on this side of the thief is a reasonable compromise. Daredevil already focuses on the physical side, and deadeye is something of a hybrid, albeit one that focuses on ranged combat.

    Engineer: While it's not the concept I'm personally most excited for, I think the plague doctor/apothecary concept floating around is a good fit for a Canthan expansion, and would provide an elite specialisation that can really bring the support engineer build together (albeit while giving up some of the things that support scrapper currently uses).

    Mesmer: An elite spec bringing back old phantasms would be nice. There's precedent for stuff taken out of the core profession being returned through an elite specialisation (guardian tomes being the clearest example), and since the phantasm rework happened shortly after PoF released, that's not something they've had a chance to do yet. One thing they would need to do is find a solution for the problem of being disincentivised to use illusion-summoning skills once the phantasms are out.

    Necromancer: Personally, this is where I'd put any elite specialisation aimed at recreating the Ritualist. Necromancers already have minions and skills that allow them to drop party support or damage in an area, so they already somewhat replicate attack spirits and aura spirits. This leaves urns and weapon spells. One of these could possibly come through spending life force, while the other could come through utility skills. Anything other than necromancer, engineer, elementalist or ranger, you would need to have summons to fill the utility slots to make something ritualist-esque, and that wouldn't leave much opportunity for other ritualist capabilities. Putting that aside (or, perhaps, making the argument that scourge shades were already the necromancer's bite at that particular apple), the big thing necromancer seems to be missing is a DPS spec that does well in organised play. Reaper is great as a self-sufficient open-world and sPvP spec, but because it achieves that through being able to self-buff a lot, it tends to suffer in organised groups with dedicated support roles.

    Elementalist: Like ranger, I'm a little light on ideas for the elementalist. What we've had so far, though, is a support spec with a secondary role in PBAoE damage, and a melee damage/tanking spec. So something that behaves a little more like a sniper might be a good fit. Let me recreate the playstyle of GW1 air builds but with all four elements - scepter is closest, but doesn't really hit the mark for me. Could be interesting to see a mechanic that rewards spending more time in an attunement (similar to what tempest did), but that might annoy the players who like attunement-switching-heavy playstyles. Actually, come to think on it, you know what could be interesting? Combine an attunement mechanic that rewards staying in an attunement for longer periods of time with a weapon that really radically changes its behaviour when swapping attunements. As in, air attunement is oriented towards long-range sniping, earth attunement turns it into a melee weapon, fire attunement is a close-range area weapon, and water does something support-related most likely. Make it so that swapping attunements is actually as impactful as another profession swapping weapons, but the price is that it's impractical to change attunements as often as core elementalists and weavers do.

  • Where as I do agree with Draxynnic regarding Revenant and Ritualist, it also got me thinking:
    The Legendary Aspect, could be Togo, with the Aspect skills changing into 'Ashes of... ' https://wiki.guildwars.com/wiki/Item_spell
    Scourge and Engineer to a certain extend already covered the Spirits part of the Ritulaist. What's left are the direct spells and the Ashes of skill-line. Would fit with Revenants in a way that the are the only class to get bundle skills, since gameplay and thematically they wouldn't fit anywhere else as much. Although one could argue the Elementalist Conjure Skills are similar.

    • AB
  • VocalThought.9835VocalThought.9835 Member ✭✭✭
    edited December 12, 2020

    I say give each elite an extra weapon.

    HOT-
    (Gua) Dragon Hunter: Long Bow & off hand Sword w/ Traps and Physical Virtues
    (War) Berserker: Torch & main hand Shield w/ Rage and F2 for Berserker mode
    (Rev) Herald: Shield & offhand Focus w/ Signets and F2 shares boons with Allies
    (Rang) Druid: Staff & offhand Focus w/ Glyphs and F5 conjures a Celestial Avatar state.
    (Eng) Scrapper: Hammer & main hand Mace w/ Gyros (Wells) F5 Sends a Gyro to revive allies or finishes foes.
    (Thief) Daredevil: Staff & Dual Mace w/ Physical, additional dodges and unique dodge abilities.
    (Mes) Chronomancer: Shield & Dual Daggers w/ Wells and F5 reverses time.
    (Ele) Tempest: Warhorn & offhand Scepter w/ Shouts and Overload Attunements
    (Nec) Reaper: Great Sword & offhand Shield w/ Shouts and a new Reaper Shroud.

    POF-
    (Gua) Firebrand: main hand Axe & main hand Focus w/ Mantras and Virtuous Tomes
    (War) Spellbreaker: Dual Daggers & offhand Focus w/ Meditations and F2 as a Full Counter
    (Rev) Renegade: Short Bow & Great Sword w/ Spirits and F Skills to conjure otherworldly abilities to attack foes or buff allies.
    (Rang) Soulbeast: Main hand Dagger & Rifle w/ Stances and F5 to merge with animal spirit.
    (Eng) Holosmith: Main hand Sword & Staff w/ Exceeds and F5 Photon Forge
    (Thief) Deadeye: Rifle & offhand Focus w/ Cantips and F2 to Mark Target and generate Malice
    (Mes) Mirage: Main hand Axe & Main hand Pistol w/ Deceptions and Dodge used for Mirage Cloak and an Ambush ability when cloaked.
    (Ele) Weaver: Main hand Sword & main hand Focus w/ Stances and Dual Attuning for Dual abilities
    (Nec) Scourge: Torch & Offhand Axe w/ Punishments and Desert Shoud abilities.

    EOD-
    (Gua) Archon: War Horn & offhand Scepter w/ Glyphs and Attune to Virtues and gain more buffs corresponding to attuned virtue.
    (War) Warlord: Staff & Dual Pistols w/ Recruits (minions) while using F2 to place a Mark on the battle field to buff allies and punish foes standing in the marked area. F1 Burst attack can only be used when fully charged.
    (Rev) Overlord: Dual Pistols & main hand Scepter w/ Exceed and F2 to Open a Dimensional Gate that does damage to caster if opened for too long, but also improves exceed skills the longer it's open (like holosmith).
    (Rang) Warden: Hammer & offhand Shield w/ Consecrations and have two pets fight at once instead of one pet at a time.
    (Eng) Technomancr: Great Sword & offhand Focus w/ Cybertronics (Physical). The tool belt skills throw out gears to your allies to pick up or traps to foes to step in. You also have a Mana Meter that builds up, so when you use F5, it transforms you to a battle mech, changing your weapon skills (like druid's avatar).
    (Thief) Reaver: Torch & Great Sword w/ Survivals and a new Intuition mechanic where the more initiative you have buffs you and allies in combat.
    (Mes) Enchanter: Short Bow & Warhorn w/ Shouts, more clones and new shatter skills that buff allies when shattered and an F5 that merge clones to one more powerful clone "Doppelganger".
    (Ele) Magus: Long Bow & Great Sword w/ Mantras and a F5 which grants the "Arcane State" (like druid's avatar), with a much longer recharge time for all attunements.
    (Nec) Warlock: Rifle & Hammer w/ Preparations and a Demon Shroud.

  • draxynnic.3719draxynnic.3719 Member ✭✭✭✭

    @Aerick Blackmoore.8167 said:
    Where as I do agree with Draxynnic regarding Revenant and Ritualist, it also got me thinking:
    The Legendary Aspect, could be Togo, with the Aspect skills changing into 'Ashes of... ' https://wiki.guildwars.com/wiki/Item_spell
    Scourge and Engineer to a certain extend already covered the Spirits part of the Ritulaist. What's left are the direct spells and the Ashes of skill-line. Would fit with Revenants in a way that the are the only class to get bundle skills, since gameplay and thematically they wouldn't fit anywhere else as much. Although one could argue the Elementalist Conjure Skills are similar.

    Personally, I generally consider conjures and kits to be the equivalent of ashes. GW1 didn't have full-on skillbar changes like GW2 does, but the general effect was to replace your weapon, modify some of your skills, and provide you with another skill in reserve as the drop effect, with the general tradeoff being that you lose your autoattack in exchange for boosting your spells. The GW2 equivalent would probably just replace the weapon skills rather than modifying them. Maybe as a nod to GW1 ashes, they'd behave like conjures and the skill 5 would consume the ashes for some significant effect (similar to how some environmental weapons have skills that consume the weapon, even if those weapons have other skills) but, basically, I'd expect ashes to have a similar mechanic to weapon conjures.

    Which is... problematic when it comes to the revenant. Five ashes skills working in this fashion, plus weaponswap, plus legend swap is probably just too many skills on one build. Sure, an elementalist that loads up as many conjures as possible can probably still get more, but that's someone doing it deliberately just for the memes. Alternatively, there could only be one or two ashes... but in my opinion, it'd be a pale imitation of the ritualist if there's only one or two ashpots you WILL have and that's it. The revenant mechanics fundamentally block you from having the degree of customisation and the ability to fit different skills together into a build that a ritualist should have. And that's without considering that, even if this did all somehow work, spirits would be locked behind a different elite specialisation. You won't have a ritualist. You'd have two separate pieces of ritualist that can never be fitted together, bolted onto a melee-oriented setup (if your other legend is anything other than Ventari) or a healer (if your other legend is Ventari).

    Which is why I say that any genuine attempt to recreate the ritualist needs to be based off a profession that has a regular utility bar. You need to be able to have the freedom to choose all ashes (or ash substitutes), or all spirits (or spirit substitutes), or some combination of the two. Necromancer could do this, especially if the death shroud replacement has a ritualistic flair - minions can stand in for mobile spirits, so the six utility skills that non-revenant elite specialisations get can go to offering a wide range of choices of ashes. And then the other ritualist skills could come out of the ashes.

    Togo is an idea that's been floated before, but I don't think it fits. First, because I don't think he's significant enough - his primary accomplishments are helping to defeat Shiro (we already have Shiro, and I don't think that story is powerful enough to fuel two legends) and making a peace with the Tengu that started falling apart less than a decade after his death.

    The second, more important, reason is that I consider it a waste of the revenant's potential to have a legend which is basically "let's pretend to be some OTHER profession". While some of the legends did have regular professions in life, all of them have some or all of their skills coming out of significant deeds they performed, not simply an echo of the skills they had in life. Shiro, probably the legend that closest resembles Shiro's own fighting style, has a mini-Jade Wind. Jalis's skills aren't the warrior skills he used in life, but are manifestations of the dwarven spirit. Ventari's skills revolve around his tablet, and Kalla's around the warband that helped her bring down the Flame Legion.

    So, by this precedent, a Togo legend wouldn't HAVE ritualist skills. Maybe a couple, but it would also be expected to focus on what he did. And what did he do? He taught. He made peace. We already have a pacifist teacher among the legends.

    I understand the lore reasons why people look to revenant as the ritualist's successor, but while the two do have similar power sources, they're further apart from each other than monks and guardians. People looking to the revenant to be the successor to the ritualist will never be satisfied, because the base mechanics of the revenant mean that it will never play like a ritualist. Trying... again... will only alienate the people who like the revenant for what it actually is rather than for its imagined potential to replicate a beloved GW1 profession.

  • RyuDragnier.9476RyuDragnier.9476 Member ✭✭✭
    edited December 7, 2020

    @draxynnic.3719 said:
    So, by this precedent, a Togo legend wouldn't HAVE ritualist skills. Maybe a couple, but it would also be expected to focus on what he did. And what did he do? He taught. He made peace. We already have a pacifist teacher among the legends.

    Perhaps we should be looking elsewhere for the Legend. Assuming they don't go for one from Factions, then let's look at other heroes. Perhaps Prince Rurik, Trahearne (just to troll the playerbase), or maybe even Snaff could work?

  • draxynnic.3719draxynnic.3719 Member ✭✭✭✭

    @RyuDragnier.9476 said:

    @draxynnic.3719 said:
    So, by this precedent, a Togo legend wouldn't HAVE ritualist skills. Maybe a couple, but it would also be expected to focus on what he did. And what did he do? He taught. He made peace. We already have a pacifist teacher among the legends.

    Perhaps we should be looking elsewhere for the Legend. Assuming they don't go for one from Factions, then let's look at other heroes. Perhaps Prince Rurik, Trahearne (just to troll the playerbase), or maybe even Snaff could work?

    Personally, I ascribe to the school of thought that we have legends significant to charr (Kalla), sylvari (Ventari) and human (the rest, pretty much) history, so it'd be good to see a legend associated with the norn or asura.

  • The Greyhawk.9107The Greyhawk.9107 Member ✭✭✭
    edited December 8, 2020

    @draxynnic.3719 said:

    @RyuDragnier.9476 said:

    @draxynnic.3719 said:
    So, by this precedent, a Togo legend wouldn't HAVE ritualist skills. Maybe a couple, but it would also be expected to focus on what he did. And what did he do? He taught. He made peace. We already have a pacifist teacher among the legends.

    Perhaps we should be looking elsewhere for the Legend. Assuming they don't go for one from Factions, then let's look at other heroes. Perhaps Prince Rurik, Trahearne (just to troll the playerbase), or maybe even Snaff could work?

    Personally, I ascribe to the school of thought that we have legends significant to charr (Kalla), sylvari (Ventari) and human (the rest, pretty much) history, so it'd be good to see a legend associated with the norn or asura.

    VEKK!!! But only if they bring back Maurice LaMarche (The Brain) to voice him again.

    Hate Is Fuel.

  • draxynnic.3719draxynnic.3719 Member ✭✭✭✭

    Vekk was awesome, but I can't really see him as a legend. He was essentially a sidekick to the GW1PC (although he'd obviously never admit it), he was a pretty straightforward elementalist, and as far as we know there's not really anything he's done that's so impressive that a legend could be built around it.

    Oola and Snaff are a bit more legendary, but in both cases they're mostly known for their breakthroughs in golemancy, and I can't really see a golem legend working well mechanically. The best asura option that we currently know the name of might well be Zinn - that little guy did a lot, so they probably could find a few things to base a Zinn legend off that aren't simply golem summons.

  • What about a Tengu hero, Talon Silverwing? Fits within Cantha. Weapon could be either Daggers or Greatsword,with Shout like abilities

    • AB
  • Raknar.4735Raknar.4735 Member ✭✭✭✭

    @Aerick Blackmoore.8167 said:
    What about a Tengu hero, Talon Silverwing? Fits within Cantha. Weapon could be either Daggers or Greatsword,with Shout like abilities

    Don‘t think he has a big enough legend. The only noteworthy thing we know about him is that he participated in the Tengu Wars and lost to a human, General Zhan.

    You have a heart of gold. Don't let them take it from you.

  • Svennis.3852Svennis.3852 Member ✭✭✭

    @Aerick Blackmoore.8167 said:
    What about a Tengu hero, Talon Silverwing? Fits within Cantha. Weapon could be either Daggers or Greatsword,with Shout like abilities

    I do think a tengu legend is likely, probably one we haven’t heard of that could’ve gained fame in cantha or DoWs during the gap between games.
    Otherwise I’d think asura or norn are due for attention. Maybe a largos hero if there is a lot of underwater content but I doubt it.

  • draxynnic.3719draxynnic.3719 Member ✭✭✭✭
    edited December 9, 2020

    Could possibly use the descendent of Talon that led the tengu to what is now the Dominion. Hard to judge what their legend skills would be (possibly something related to winds, travel, and/or walls?), but then, we probably wouldn't have predicted Kalla's either.

  • Dunno, even Kalla had been mentioned previously in Charr lore document, the books, as well as in game. But a completely new and unheard-of Legend? I don't think even Anet would do that.

    Hate Is Fuel.

  • Svennis.3852Svennis.3852 Member ✭✭✭

    @The Greyhawk.9107 said:
    Dunno, even Kalla had been mentioned previously in Charr lore document, the books, as well as in game. But a completely new and unheard-of Legend? I don't think even Anet would do that.

    In this instance I more imagine that it’s a new-to-us lore figure whose historical importance would be meaningful to the expansion, and whose exploits or deeds we’d learn of while exploring EoDs. But it would be a departure.

    Snaff is the only Asura that comes to mind immediately, but I don’t know if he’s famous enough to be a “legend” on par with Shiro, Glint, Kalla, Ventari, etc.

    Aesgir or Jora could make fitting Norn legends. Maybe even Eir?

    I could see Scarlet being infamous enough to become a Revenant legend. Legendary Mastermind Stance? Legendary Harbinger?

  • Well Ventari wasn't all that important in GW1, so am not ruling out Talon just yet, but the offspring who led the Tengu to the Domain of Winds is a likely candidate I'd say. Scarlet as a Legend, I think I'd quite like that. Jora would be awesome too.

    Asura Legends; Zinn, Vekk, Oola, Gadd, Snaff - are all that come to mind.

    Mechanically, I'm just looking at the missing weapon lines and am still betting on Daggers, Greatsword or Scepter.

    • AB
  • draxynnic.3719draxynnic.3719 Member ✭✭✭✭

    Yeah, the offspring is... we don't know the name, but if we were introduced, we'd know who she was. And the Tengu are showing up later in the episode according to the trailers.

    I suspect one limitation is that they'll avoid characters who died during the game. Scarlet might get a pass, since that's content that people can't play any more anyway, but otherwise, it'd be a bit jarring fighting against someone whole channeling their legend. That's probably why Joko has been implicitly ruled out in a way that also shows that he is significant enough to count (and while he was still, well, animate, too) - if they ever used Joko as a legend, at some point someone's going to use his legendary stance to fight him. It'll happen. Guaranteed. Sooner or later, someone will do it just for the irony factor.

    (It'd be me, if someone doesn't beat me to the punch.)

    Scarlet, though... I'm not sure how they'd go about making a legend around. Her main feats were being a good engineer, forming ridiculous alliances, and waking up Mordremoth.

    Incidentally, in Ventari's case, it's worth noting that while Ventari wasn't all that important in GW1, his teachings define sylvari culture (those who don't follow them are defined by their rejection of them). It's no coincidence that all of the abilities linked to his stance are based around the Tablet. Most of the GW1 legends don't have that sort of legacy. We don't even know what happened to Vekk.

  • Whatever else he did in his life it must have been enough for Asura to remember and randomly reference him: "For Vekk's sake!"

    Hate Is Fuel.

  • Ryo.5824Ryo.5824 Member ✭✭

    @VocalThought.9835 said:
    I say give each elite an extra weapon.

    Interesting thought, although I don't think they are gonna change the first two expansions. I like the ideas below tho. Maybe two weapons instead of one for EoD xD

    @The Greyhawk.9107 said:
    Dunno, even Kalla had been mentioned previously in Charr lore document, the books, as well as in game. But a completely new and unheard-of Legend? I don't think even Anet would do that.

    they can always give out a completely new storyline that may even travel to another dimension xD

  • Mini Crinny.6190Mini Crinny.6190 Member ✭✭✭✭

    @fluffdragon.1523 said:

    • Elementalist: ... sorry, I've got nothing here. The profession is already such a mixed bag due to elemental attunements, that I really haven't any clue what to offer it.

    Any chance you work for anet? This is exactly how they feel about the class already

  • @Ryo.5824 said:

    @The Greyhawk.9107 said:
    Dunno, even Kalla had been mentioned previously in Charr lore document, the books, as well as in game. But a completely new and unheard-of Legend? I don't think even Anet would do that.

    they can always give out a completely new storyline that may even travel to another dimension xD

    Thats....rather random.

    Hate Is Fuel.

  • @Ryo.5824 said:

    @VocalThought.9835 said:
    I say give each elite an extra weapon.

    Interesting thought, although I don't think they are gonna change the first two expansions. I like the ideas below tho. Maybe two weapons instead of one for EoD xD

    @The Greyhawk.9107 said:
    Dunno, even Kalla had been mentioned previously in Charr lore document, the books, as well as in game. But a completely new and unheard-of Legend? I don't think even Anet would do that.

    they can always give out a completely new storyline that may even travel to another dimension xD

    They don't have to change the expansions, they can just add too them. 😉

  • Hmm. How about ranger become something like a druid in wow? I mean he coukd transform into various or spirits or something. Somehow cantha gives me alot of spiritual or elemental vibes.. Idk.

  • @KrivukasLT.3507 said:
    Hmm. How about ranger become something like a druid in wow? I mean he coukd transform into various or spirits or something. Somehow cantha gives me alot of spiritual or elemental vibes.. Idk.

    Ranger already has a Druid espec.

    Hate Is Fuel.

  • draxynnic.3719draxynnic.3719 Member ✭✭✭✭

    @The Greyhawk.9107 said:

    @KrivukasLT.3507 said:
    Hmm. How about ranger become something like a druid in wow? I mean he coukd transform into various or spirits or something. Somehow cantha gives me alot of spiritual or elemental vibes.. Idk.

    Ranger already has a Druid espec.

    To be fair, though, very different to a WoW druid, while the shapeshifter concept can be given a variety of names other than 'druid'.

    I think soulbeast was supposed to be a shot at having a similar mechanic, but actual shapeshifting would probably be very different to how soulbeast operates. If implemented as utility skills, they'd probably be closest to elementalist conjures.