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[End of Dragons] Ideas for 9 new Canthan elite specializations

Lonami.2987Lonami.2987 Member ✭✭✭✭
edited January 23, 2021 in Professions

Few new elite specialization ideas for the Canthan expansion, with no new weapon types involved:


Elementalist: Skyfire

  • Gain Elemental Enchantments and Weapon Swap instead of Elemental Attunements. Every time you use an individual weapon skill, it will automatically swap itself to the next element, using the cooldown of the previous skill. Use an elemental enchantment to refresh those cooldowns and force all your weapon skills to channel the same element at once. By default, the order followed by the automatic swap sequence is fire, water, wind, earth, and then fire again. This order can be customized through traits. Glyphs and traits relying on active attunements will use the active element of the fifth weapon skill as the reference instead.
  • You can wield the Longbow weapon in combat. All five longbow skills work as chain skills, giving them good synergy with the elemental enchantments mechanic.
  • Gain access to Mantra slot skills. Just like weapon skills, mantras gain different effects depending on their active element, which swaps automatically with every use.

Mesmer: Trickster

  • Gain Spectres instead of Clones. Spectres are weaker than clones, but replicate themselves on destruction, reducing their size and power. A normal spectre will spawn two medium spectres, a medium spectre will spawn two small spectres, and a small spectre won't replicate any further. Shatter skills affect all spectres no matter their size, adjusting their strength to the size of each shattered spectre.
  • You can wield the Shortbow weapon in combat. All five shortbow skills work as channeled skills, employing multiple consecutive projectiles at once. Each of these projectiles is weaker individually, but their combined effect has the same strength as any common ranged weapon. When all the projectiles hit their target, the strength of the combined effects double.
  • Gain access to Shout slot skills. Shout effects are divided in three phases, each triggered by one of the three spectre sizes. The first phase is triggered by the mesmer and normal spectres, the second by medium spectres, and the third by small spectres. Completing the three phases will unlock an additional fourth effect, triggered by all spectres at once. Shouts are inspired by Canthan poetry, each phase covering one out of four verses.

Necromancer: Apothecary

  • Gain Plague Bomb, Toxic Pollen, Afflicted Miasma, Scarab Spore, and Plague Shroud instead of Death Shroud. Plague Bomb throws an explosive to the target area. Toxic Pollen, Afflicted Miasma, and Scarab Spore work as enchancements for your bombs. Activate and combine them to modify the effects of your plague bomb, leading to a total of eight possible combinations. Plague Shroud turns the necromancer into a walking combo field. All plague skills consume life force.
  • You can wield the Pistol weapons in combat. Pistol skills gain additional effects depending on the active plague enhancements.
  • Gain access to Elixir slot skills. Elixirs work as ammunition skills, consume their charges sparingly to gain various passive effects, or consume them all at once to induce a frontal area of effect vomit attack.

Engineer: Dreadnought

  • Gain Dreadnought Suit instead of tool belt skill five. Activate the Dreadnought Suit to drive your own combat armor, gaining alternate tool belt skills. Any engineering kits you wield during the transformation will gain alternate weapon skills as well.
  • You can wield the Mace weapons in combat. Mace skills are inspired by the core engineer Tool Kit utility skill, which has been removed and replaced by a new gadget elite skill. Additionally, maces are not exclusive for the dreadnought elite specialization, and once unlocked can be used by the core profession and any other elite specializations as well.
  • Gain access to one new healing engineering kit, one new utility gadget, one new utility elixir, one new utility engineering kit, one new utility turret, and one new elite engineering kit. These new slot skills are exclusive for the dreadnought elite specialization.

Ranger: Bulwark

  • Gain Pet Focus instead of Pet Swap. Both pets are deployed in combat simultaneously, pet focus letting you command the beast skills of one pet at a time.
  • You can wield the Shield weapon in combat. The fifth weapon skill turns defensive mode on and off, reducing your movement speed in exchange of alternate weapon skills. This affects the fourth shield skill, as well as all three skills from main-hand axe, main-hand spear, and main-hand sword.
  • Gain access to Venom slot skills. Venom effects are applied to the ranger, both pets, and up to four other nearby allies. Once used against a target enemy, their negative effects stack, increasing their strength the more hits the target receives.
  • Find and tame Juvenile Crab, Juvenile Eel, and Juvenile Phoenix pets during your journey across Cantha.

Thief: Shadowblade

  • Gain Shadow Blade and Shadow Strike instead of Steal. Shadow Blade summons an exact copy of the thief, with half the attributes and health. This shadow blade companion will follow the thief for ten seconds, mimicking all of his actions within a delay of two seconds. Shadow Strike commands the companion to shadowstep to the target foe and gain a stolen skill.
  • You can wield the Greatsword weapon in combat. The first weapon skill has five chain steps instead of the usual three. Weapon skills two to five gain stronger effects the further the chain progresses, and will not interrupt it when used. Successful hits by the shadow blade will count as a step forward for any chains on progress, greatsword or not.
  • Gain access to Stance slot skills. Stance effects are applied simultaneously to both the thief and the shadow blade.

Guardian: Spiritcaller

  • Gain Virtue Attunement instead of Virtue Activation, Just was Xun Rao instead of Virtue of Justice, Resolute was Reiko instead of Virtue of Resolve, and Courageous was Ashu instead of Virtue of Courage. Attune to a virtue to strengthen its passive effect, disabling the effects of the other two virtues in the process.
  • You can wield the Warhorn weapon in combat. The warhorn gains alternate weapon skills depending on the active attunement.
  • Gain access to Spirit slot skills. Just like warhorn skills, spirits gain different effects depending on the active attunement.

Revenant: Windwalker

  • Gain Wind Walk instead of dodge rolling. Hold the dodge key to dash instead of dodging, dash distance increasing the longer you hold down.
  • You can wield the Greatsword weapon in combat. Weapon skills two to five work as charge skills, gaining stronger effects the longer you hold down. Wind Walk does not cancel charge skills, giving it good synergy with greatsword skills.
  • Invoke the power of the legendary tengu windwalker, Tsuru Whitewing, and gain access to Legendary Windwalker slot skills. All five windwalker skills depict famous tengu paintings, representing different events across tengu history. Skills six to nine represent how each of the four tengu houses came to be, in turn inspired by the four winds. The elite skill, "The Great Wave off Shing Jea", represents the Great Tsunami itself, and the culmination of the tengu journey.

Warrior: Thunderlord

  • Gain Thunder Bell instead of Burst weapon levels 2 and 3. Thunder Bell summons a mystical cannon bundle, which can alternate between ranged and melee modes through weapon swap. Carry it on your left shoulder to fire thunderbolts against your enemies, or use both hands to wield it as a blunt weapon and crush them at close combat. Thunder Bell is considered a level 2 burst skill, and once activated, both the ranged and melee versions will replace the previous weapon bursts with their own level 3 burst skills.
  • You can wield the Staff weapon in combat. Weapon skills two to five work as sequence skills, unlocking additional skills on successful hits.
  • Gain access to Preparation slot skills. Preparations gain stronger effects depending on individual adrenaline thresholds.

Some lore tidbits, for those interested:

  • Elementalist - Skyfire: Ancient naga battlemages, brought back from the dead as the frozen waters of the Jade Sea brim with life once again. Horrorized at the woes of the modern world, they gather the Luxon clans and the kappa tribes for war.
  • Mesmer - Trickster: Members of the Jade Sisterhood, they run the brothels, casinos, and theatres of Kaineng City. They specialize on blackmail, bribery, and deception. Their influence seeps deep into the Canthan aristocracy, making them impervious to the law.
  • Necromancer - Apothecary: Cultists of the Am Fah, self-proclaimed freedom fighters for the lower classes and lesser races of the empire. They will stop at nothing to overthrow the emperor, resorting to biological terrorism if necessary. After all, they can always blame the Celestial Ministry.
  • Engineer - Dreadnought: The noble men and women who drive the war machines of the empire, their combat armors admired and feared by allies and enemies alike. Rumor says their cannons are powered by the spirits of ancient deities, imprisoned by the dark sorcerers of the empire.
  • Ranger - Bulwark: Elusive beastmasters of the sidhe race, renown wardens of the Echovald Forest. Driven crazy after the Jade Wind, few survived to regain their sanity. As the Kurzick rebels and their dredge allies expand carelessly across the forest, conflict will once again be inevitable.
  • Thief - Shadowblade: Assassins of the Obsidian Flame, gone rogue after the guild was disbanded by the Celestial Ministry. They wage a secret war against the empire's corruption, supported from the inside by the remaining loyalist factions. Their numbers are thin, but their resolve unshakeable.
  • Guardian - Spiritcaller: Forefront of the Celestial Ministry, guardians of tradition, followers of the old ways, and the last remaining ritualists of Cantha. Mouthpieces for the imperial propaganda, they channel the echoes of the fallen heroes of the empire, binding the spirits of criminals to their service.
  • Revenant - Windwalker: Elite tengu bodyguards and executioners, they pay for the crimes of their Sensali ancestors with lifetime service and utmost devotion to the human imperial throne, deeming their brothers beyond the sea as nothing but despicable traitors.
  • Warrior - Thunderlord: Warrior monks of the Sai Ling Order, they commune with the Great Celestials to channel their might, embarking on quests across the countryside in search of deeper enlightenment, vowing to, one day, become Closer to the Stars.

Bonus: New weapon types

Few new weapon type ideas, for a total of 18 ground weapons:

As part of a new player experience, each core profession would unlock some of the old and new weapon types for free, without any elite specialization requirements:

  • Elementalist: Greatsword, Polearm.
  • Mesmer: Pistol (main-hand), Warhorn.
  • Necromancer: Axe (off-hand), Polearm.
  • Engineer: Scepter, Knuckles (main-hand and off-hand), Focus.
  • Ranger: Spear.
  • Thief: Spear, Knuckles (main-hand and off-hand).
  • Guardian: Spear.
  • Revenant: Axe (main-hand), Mace (off-hand), Knuckles (main-hand and off-hand).
  • Warrior: Polearm.

Further unlocks would become possible through either new elite specializations or additional updates to the core professions. Note that this section is independent from the new elite specialization ideas.


Had these gathering dust for quite a while now, figured I'd rewrite and post them.

Hope you liked the read!

EDIT: Same thread at reddit.

Comments

  • Randulf.7614Randulf.7614 Member ✭✭✭✭
    edited December 20, 2020

    Really fantastic sounding ideas. As a warrior main, Thunderlord is an attractive proposition

    What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .

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

    When I read "dreadnought", I immediately thought that you want to turn engineers into Urgot from League of Legends.

    Honestly, I think you are trying too hard to completely reinvent the elite spec mechanic here. Instead of giving us a new utility skill type like other classes, you are giving us more of the utility types we already have? Also the dreadnought suit is doing too many things at once by replacing your toolbelt skills, replacing your kit weapon skills and replace dodge rolling with a second health bar.

    Sometimes, there is something like "too much". Thematically, I would also prefer to give the apothecary archetype to the engineer instead of the necromancer. The thematic can get approached from both sides, either as a necromancer with engineer features (like elixirs, pistols, etc), but also from the side of an engineer with necromancer features (corruptions? plagues?).

    Why I prefer the approach from the engineer side for the apothecary: Engineers don't have inherent magic, the class relies on harnessing magic through technology. Like how the holosmith is using the magic of the Zephyrite crystals through a device they have built, called photon forge. Apothecary could be an elite spec that is harnessing necromancy through technological means.

    Now looking from the necromancer perspective, I would have to ask.... why does the necromancer need these technological and alchemical means? Why do they suddenly feel like they have to prepare stuff like elixirs and such to spread plagues if we already know that they can do that with a simple magical gesture?
    There is no need for the necromancer to use technological tools like bombs, elixirs, etc, since they can already create the same effects out of thin air.

  • Tseison.4659Tseison.4659 Member ✭✭✭

    I like the ideas but will have to give my opinion on a couple of things.
    So with EoD and the number of threads on possible elite specializations, I think we all need to keep in mind that our future elites will be based on the various lore(s) within Cantha. Which for one I thank you for taking the time to make some of the ideas you posted because now'a days people don't and end up creating elites that are overloaded and forget it needs to make sense gameplay-wise and lore-wise.

    To make a note, I'm not too sure when EoD will come out, be it next year Summer or Fall, but my opinion is gonna be based on what I feel makes sense, is within their time frame and I guess the resources anet has because I'm sure there will be a lot of recycled things within the new elite specs as I'm sure they're focus will be on the Story, maps and cosmetic nick-nacks.

    Firstly, for all the "unique" mechanics each profession will get is up in the air and there's really no right or wrong one answer since the ideas are vast. But the ones I sort of like that you've mentioned above are of the: Thief & Guardian, everything else sounds neat on paper but don't think they are required/need more polishing/balancing.

    For the weapons, as I've mentioned in other posts, I still stand by that due to time restraints, resources etc... they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate (example; floats, sinks etc..). I still think this is a good idea because since a lot of people are not a fan of underwater combat, why not bring our underwater weapons on land too? But with that said, I'm not completely ruling out new weapons but there's just not many that make much sense with certain professions thematically and since they're focusing on giving us Cantha as soon as possible, I wouldn't mind getting new weapons in a future expansion after EoD.

    However, if not underwater weapons used on land, then I'd say:
    Guardian: Warhorn
    Warrior: Staff / Dual Pistol
    Revenant: Greatsword
    Thief: Greatsword / Dual Axes
    Engineer: MH Mace
    Ranger: Rifle
    Elementalist: Longbow
    Mesmer: Warhorn / MH Pistol
    Necromancer: MH Sword

    I'm 99.9% sure they aren't going to make new weapons, maybe in a future expansion after EoD but for now, the weapons we have in-game is what we have to deal with, the ones requested I'm sure was inspired by WoW, which is fine, but I still don't think they'll be added sadly. For the Utilities, I won't say too much about it since they can practically be anything, but I'll drop my two cents on what I think each profession might get:
    Guardian: Wells / "Spirits" aka work like the "Phantasm skills like Mesmers" (However, since Ritualist was my first char when I started my GW adventures, I wouldn't prefer Guardians getting Ritualist stuff and would rather Monk abilities, but that's just me being petty lol) / Divine Favor
    Warrior: Preparations/Motivations/Commands
    Revenant: Tengu / Vizu
    Thief: Stance / Living Shadow "Clones"
    Engineer: Augments / Steal
    Ranger: Venom / Stealth Attacks
    Elementalist: Meditation / Imbue / Invoke
    Mesmer: Shouts / Stances / Conjure
    Necromancer: Mantra / Glyph / Conjure

    Other than that, good thread regardless and can't wait to get more information on EoD and our future elite specs so we can all began theorycrafting and saving up for future builds.

  • Always loving your ideas. These one as well.

  • Grand Marshal.4098Grand Marshal.4098 Member ✭✭✭
    edited December 20, 2020

    I like your warrior ideas. My only issue at theory-crafting especs for warriors is how the skills need to be actively used in combat. Preparations are kinda aginst warriors for that reason even if they thematically suit it. So spectral-like skills, with an immediate buff on the warrior (one focusing on a superior duelist, instead of a dmg dealer like Berserker) would probably work the best imo. I had developed the idea of a Demonslayer spec, but had trouble with the adrenaline functions and you gave a good idea with your use of adrenaline!

    I also highly advocate for combos as you said for staff!

  • Shroud.2307Shroud.2307 Member ✭✭✭✭
    edited December 21, 2020

    I get half way through writing out ideas for one spec and I have to save it for later because I can't keep coming up with reasonable skill Recharges, Radii, Range, effects, etc.
    The fact you came up with things for every profession is very impressive, and I liked a lot of the ideas too. Dreadnaught in particular sounds awesome, and very similar to an idea I had for Engi as well, but yours being much better written. I was thinking something like a mech suit too, but didn't know how to make it work mechanically.

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  • phokus.8934phokus.8934 Member ✭✭✭✭

    New weapon types are highly improbable.

    Hard pass on Mesmer spectres and Revenant greatsword.

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

    @Shroud.2307 said:
    I get half way through writing out ideas for one spec and I have to save it for later because I can't keep coming up with reasonable skill Recharges, Radii, Range, effects, etc.

    Personally, I've always thought that it was better to come up with a basic concept and some ideas of what sort of skills it might have rather than go down to that sort of detail. Even if ArenaNet is inspired by an idea on a forum, they're likely to put their own spin on it rather than just picking up a design from the forum and plugging it into the game as-is. So thinking about precise numbers for things like recharges and the like is getting more into the nitty gritty than it's worth.

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

    I commend the effort, but I find none of those proposed e-spec attractive.

  • Tseison.4659Tseison.4659 Member ✭✭✭

    @Dadnir.5038 said:
    I commend the effort, but I find none of those proposed e-spec attractive.

    Unless it’s the XX number of E-specs you’ve drafted.

  • MatyrGustav.6210MatyrGustav.6210 Member ✭✭
    edited December 22, 2020

    @Lonami.2987 said:
    Few new elite specialization ideas for the Canthan expansion, with no new weapon types involved:


    Elementalist: Skyfire

    • Gain Elemental Enchantments and Weapon Swap instead of Elemental Attunements. Every time you use an individual weapon skill, it will automatically swap itself to the next element, using the cooldown of the previous skill. Use an elemental enchantment to refresh those cooldowns and force all your weapon skills to channel the same element at once. By default, the order followed by the automatic swap sequence is fire, water, wind, earth, and then fire again. This order can be customized through traits. Glyphs and traits relying on active attunements will use the active element of the fifth weapon skill as the reference instead.
    • You can wield the Longbow weapon in combat. All five longbow skills work as chain skills, giving them good synergy with the elemental enchantments mechanic.
    • Gain access to Mantra slot skills. Just like weapon skills, mantras gain different effects depending on their active element, which swaps automatically with every use.

    With the constant swapping i fear the Elementalist would have less control on skills to use. Also, i have a feeling that Anet would not provide the Elementalist any weapons that they can currently conjure, meaning i think they will be getting the Short Bow instead.

    I would prefer if Elementalist's would attain weapon swap, and maybe they should lose 2 attunements to "Specialize" in a way. You can select which two elements you can swap to. You would have a shorter cooldown to swap attunments, and since you have weapon swap you would have access to 10 weapon skills of 1 element and 10 of the other instead of the current 5 5 5 5. The Espec could be called Mystic to fit the Canthan theme. F3 - F5 could be new Mysticism effects.

    I do like Mantras for the Elementalist, but i would love to have Marks (Traps) for them instead.

    Thief: Shadowblade

    • Gain Shadow Blade and Shadow Strike instead of Steal. Shadow Blade summons an exact copy of the thief, with half the attributes and health. This shadow blade companion will follow the thief for ten seconds, mimicking all of his actions within a delay of two seconds. Shadow Strike commands the companion to shadowstep to the target foe and gain a stolen skill.
    • You can wield the Greatsword weapon in combat. The first weapon skill has five chain steps instead of the usual three. Weapon skills two to five gain stronger effects the further the chain progresses, and will not interrupt it when used. Successful hits by the shadow blade will count as a step forward for any chains on progress, greatsword or not.
    • Gain access to Stance slot skills. Stance effects are applied simultaneously to both the thief and the shadow blade.

    Seems really cool, but i noticed that you didnt add any Healer Especs. I feel like Anet would atleast add 1 Healer / Support to a class that does not currently have one. I believe Thief will get a Scepter and be more magical for the Espec since it already has 2 offensive Especs that can be specced for melee combat.

    Could be called the Shadowmancer. They could have static spells F2-F5 with ranged steal absorbing shadow essence that is used to cast the F2 - F5 spells. They could receive Glyphs that attune to what you used steal from last, or the last F2-F5 skill used.

    I liked all other ideas.

    Bonus: New weapon types

    Few new weapon type ideas, for a total of 18 ground weapons:

    Spear

    • 1H Spear/Javelin seems cool. I would love to play a character with this equipped with a Shield.

    Knuckles

    • Would like this as well.

    Bow

    • NO please. I would like Short Bow & Long Bow to remain the way they are. We need ranged combat to have diversity just like melee with sword & Dagger, and Hammer & Mace.

    Polearm

    • No please. I would like a polearm to be just a Polearm 2H Spear. Halberds yes, but Greataxe & Scythes should be a skin for 2H sword instead since the Slashing motion would make more sense, though the Greataxe should be its own new weapon.
  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭
    edited December 22, 2020

    @Tseison.4659 said:

    @Dadnir.5038 said:
    I commend the effort, but I find none of those proposed e-spec attractive.

    Unless it’s the XX number of E-specs you’ve drafted.

    There are some e-spec from other that I like but this peculiar set does not appeal to me.

    The skyfire's automatic swap of "enchantment" feel incredibly cluncky, the trickster having specters pop up when it's clone are destroyed feel like dejà vu on chrono (and a thing that people wanted nerfed), the apothecary feel like yet another aoe e-spec for the necromancer, the dreadnough feel like holosmith all over again, the bulwark just use 2 pets (which I don't feel appaeling in any way and will be utterly useless yet again in WvW),... etc.

    I expect from the next e-spec to be a bit original, not the same thing all over again. What I see in this peculiar set is the opposite of what I expect so, no, I don't see them as attractive.

  • Lonami.2987Lonami.2987 Member ✭✭✭✭
    edited December 25, 2020

    @Kodama.6453 said:
    Honestly, I think you are trying too hard to completely reinvent the elite spec mechanic here. Instead of giving us a new utility skill type like other classes, you are giving us more of the utility types we already have?

    I want new kits for the engineer, like a barrel machine gun and a rocket launcher, so why turn them into their own new skill type when I can just use the existing one? Same for turrets, I feel like there's plenty room for lots of new turret options.

    The engineer is the only one getting core skills expanded this time, but other professions could follow the same approach in the future. For example, what if you want new necromancer minions? Well, then just expand necromancer minion skills through an elite specialization. Imagine if every previous necromancer elite specialization had included one or two new pure minion skills, wouldn't that be cool?

    @Kodama.6453 said:
    Also the dreadnought suit is doing too many things at once by replacing your toolbelt skills, replacing your kit weapon skills and...

    I wouldn't say that's too many, considering weavers got 30 Dual Attack skills and soulbeasts got 51 Beastmode skills.

    Also, only kit tool belt skills would be replaced, all the other tool belt skills would remain intact.

    @Kodama.6453 said:
    ...replace dodge rolling with a second health bar.

    Well, Phase Shield was a last moment addition, since the transformation was pointless if you weren't using any kits. Could leave the dodge alone and use just a golem health bar the same as the necromancer's shroud, but I'd like each form (normal and suit) to have its own thing, without restricting suit usage by a timer or a resource bar. Engineers should be able to stay inside the suit as long as they want, but that shouldn't be the efficient approach, since you'd be forced to sacrifice something (same as soulbeast).

    An alternate solution is to leave dodge alone, but replace the whole tool belt with a set of fixed skills while you're driving the dreadnought suit, forcing you to dismount if you want to use the normal tool belt skills once again. Still, I didn't want to delay the thread any further, so there it went. I'm open to suggestions with everything, but specially this one.

    @Tseison.4659 said:
    they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate

    The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely.

    Harpoons are the exception, but only because the original polearm weapon was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well.

    @Grand Marshal.4098 said:
    I like your warrior ideas. My only issue at theory-crafting especs for warriors is how the skills need to be actively used in combat. Preparations are kinda aginst warriors for that reason even if they thematically suit it. So spectral-like skills, with an immediate buff on the warrior (one focusing on a superior duelist, instead of a dmg dealer like Berserker) would probably work the best imo. I had developed the idea of a Demonslayer spec, but had trouble with the adrenaline functions and you gave a good idea with your use of adrenaline!

    I also highly advocate for combos as you said for staff!

    Preparations would work as some sort of ground seals, which can be activated to summon some divine force to crush your enemies, like a giant foot that stomps on the sealed area. Also, they would have different effects depending on adrenaline levels (some being better at low adrenaline and others at high) so you get rewarded for managing your adrenaline levels properly, instead of just spamming the preparations as soon as you deploy them.

    @Shroud.2307 said:
    I get half way through writing out ideas for one spec and I have to save it for later because I can't keep coming up with reasonable skill Recharges, Radii, Range, effects, etc.
    The fact you came up with things for every profession is very impressive, and I liked a lot of the ideas too. Dreadnaught in particular sounds awesome, and very similar to an idea I had for Engi as well, but yours being much better written. I was thinking something like a mech suit too, but didn't know how to make it work mechanically.

    Personally, I think spending time on those kind of details is not a good idea, I'd rather focus on the feel and the playstyle, and leave some room for imagination =).

    @draxynnic.3719 said:

    @Shroud.2307 said:
    I get half way through writing out ideas for one spec and I have to save it for later because I can't keep coming up with reasonable skill Recharges, Radii, Range, effects, etc.

    Personally, I've always thought that it was better to come up with a basic concept and some ideas of what sort of skills it might have rather than go down to that sort of detail. Even if ArenaNet is inspired by an idea on a forum, they're likely to put their own spin on it rather than just picking up a design from the forum and plugging it into the game as-is. So thinking about precise numbers for things like recharges and the like is getting more into the nitty gritty than it's worth.

    Exactly; also, some people will fixate over numbers and balance instead of design and lore, leading to poor and pointless discussions, since none of it is real and it will never lead anywhere; most of the time.

    Talking about numbers and such is fine, but I'd rather spend that time redesigning the existing skills and traits instead of building whole new elite specialization ideas.

    @MatyrGustav.6210 said:
    With the constant swapping i fear the Elementalist would have less control on skills to use. Also, i have a feeling that Anet would not provide the Elementalist any weapons that they can currently conjure, meaning i think they will be getting the Short Bow instead.

    As far as I know, Conjure Frost Bow is a shortbow, not a longbow. The model is smaller than average, and it has 900 range instead of 1,200.

    @MatyrGustav.6210 said:
    Seems really cool, but i noticed that you didnt add any Healer Especs. I feel like Anet would atleast add 1 Healer / Support to a class that does not currently have one. I believe Thief will get a Scepter and be more magical for the Espec since it already has 2 offensive Especs that can be specced for melee combat.

    I didn't elaborate on any roles, each of my elite specializations could follow any roles you want, depending on how you design their individual skills. Some are obviously offensive, but even then, look at how versatile renegade is.

    @MatyrGustav.6210 said:
    Bow

    • NO please. I would like Short Bow & Long Bow to remain the way they are. We need ranged combat to have diversity just like melee with sword & Dagger, and Hammer & Mace.

    Only the ranger can use both longbows and shortbows, so nothing would be really lost. Also, I don't think professions who already got either a shortbow or a longbow will get the other one in the future anyway, they would be too similar. The introduction of main-hand spear takes up that space pretty nicely.

    @MatyrGustav.6210 said:
    Polearm

    • No please. I would like a polearm to be just a Polearm 2H Spear. Halberds yes, but Greataxe & Scythes should be a skin for 2H sword instead since the Slashing motion would make more sense, though the Greataxe should be its own new weapon.

    There are already a few greataxe skins for polearms, such as the infamous Wolfborn Harpoon. Note that most modern harpoon skins are former polearm skins, since the polearm was part of the game at some point in the past.

  • Tseison.4659Tseison.4659 Member ✭✭✭

    @Tseison.4659 said:
    they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate

    The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely.

    Harpoons are the exception, but only because the original polearm weapon was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well.

    Mmm, that’s where I have to disagree. Harpoon Gun, Trident and Spear can be fleshed out differently for land use. Just because the harpoon gun is an almost reflection of the rifle, doesn’t rule it out completely because it can be fashioned differently to work hand and hand with the new elite specs.

    I main a Mesmer and I for one hate our current staff, so if I picked up the new elite spec, I now have access to two weapons: Spear & Trident, one that can be damage focused and the other that can purely be condition focused.

    Why pass up two weapons (yes they’re aquatic ones that we already had) for just one new weapon? Which for Mesmer we’d likely get something along the lines of a Minstrel and get a warhorn because you know, we need more off hands for some stupid reason.

    Again; underwater weapons as “clones” as they may seem, can be fashioned differently, skill wise, range, what they bring to the table etc...

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

    @Tseison.4659 said:

    @Tseison.4659 said:
    they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate

    The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely.

    Harpoons are the exception, but only because the original polearm weapon was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well.

    Mmm, that’s where I have to disagree. Harpoon Gun, Trident and Spear can be fleshed out differently for land use. Just because the harpoon gun is an almost reflection of the rifle, doesn’t rule it out completely because it can be fashioned differently to work hand and hand with the new elite specs.

    I main a Mesmer and I for one hate our current staff, so if I picked up the new elite spec, I now have access to two weapons: Spear & Trident, one that can be damage focused and the other that can purely be condition focused.

    Why pass up two weapons (yes they’re aquatic ones that we already had) for just one new weapon? Which for Mesmer we’d likely get something along the lines of a Minstrel and get a warhorn because you know, we need more off hands for some stupid reason.

    Again; underwater weapons as “clones” as they may seem, can be fashioned differently, skill wise, range, what they bring to the table etc...

    Are you suggesting an elite spec that can use all your current underwater weapons on land, so mesmer gets access to both spear and trident? If yes, this would be kinda unfair for engineer once again, since this class has just access to speargun as underwater weapons.... why should some classes get 2 new weapons while engineers just get 1?

  • MrForz.1953MrForz.1953 Member ✭✭✭
    edited December 26, 2020

    So, Dreadnought spec gets to cannibalize Scrapper too. Because you know, Holosmith didn't do that hard enough throughout the years already.

    Disgruntled Charr Engineer and Pirate - Jade Quarry

  • Tseison.4659Tseison.4659 Member ✭✭✭

    @Kodama.6453 said:

    @Tseison.4659 said:

    @Tseison.4659 said:
    they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate

    The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely.

    Harpoons are the exception, but only because the original polearm weapon was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well.

    Mmm, that’s where I have to disagree. Harpoon Gun, Trident and Spear can be fleshed out differently for land use. Just because the harpoon gun is an almost reflection of the rifle, doesn’t rule it out completely because it can be fashioned differently to work hand and hand with the new elite specs.

    I main a Mesmer and I for one hate our current staff, so if I picked up the new elite spec, I now have access to two weapons: Spear & Trident, one that can be damage focused and the other that can purely be condition focused.

    Why pass up two weapons (yes they’re aquatic ones that we already had) for just one new weapon? Which for Mesmer we’d likely get something along the lines of a Minstrel and get a warhorn because you know, we need more off hands for some stupid reason.

    Again; underwater weapons as “clones” as they may seem, can be fashioned differently, skill wise, range, what they bring to the table etc...

    Are you suggesting an elite spec that can use all your current underwater weapons on land, so mesmer gets access to both spear and trident? If yes, this would be kinda unfair for engineer once again, since this class has just access to speargun as underwater weapons.... why should some classes get 2 new weapons while engineers just get 1?

    I'm sure they'd give Engineers Spear to compensate but I guess we didn't 'think' that far and some engineer kits can be used underwater as well.

  • I really don't get people's fascination with aquatic weapons used on land. They can easily make a Staff a melee weapon a sword a range weapon, and different types of skins. What am I missing?

  • @MrForz.1953 said:
    So, Dreadnought spec gets to cannibalize Scrapper too. Because you know, Holosmith didn't do that hard enough throughout the years already.

    I mean that's less of an issue with Dreadnought and more of an issue of Scrapper. Scrapper is also useful in WvW. If Anet just rebalanced it, Scrapper will be fine.

    That being said the Dreadnought idea, while thematically appealing, leaves something to be desired when it comes to skills and how it is played. I agree with Kodama that Dreadnought seems to lean into upgrading all of what Engi is rather than carve out a niche for Engi and create a purpose for the mech suit.

  • @VocalThought.9835 said:
    I really don't get people's fascination with aquatic weapons used on land. They can easily make a Staff a melee weapon a sword a range weapon, and different types of skins. What am I missing?

    Some want it for aesthetic, and some aren't satisfied with the current 2 Handed weapons Thier profession has, so adding another 2 Handed weapon to the mix might grant them a fighting style they want. Also people that are requesting the spear, are doing so because its easier to implement, and easier for the devs considering a whole new weapon would be more work. A crossbow skin can be added for the harpoon gun for land use as well. The water weapons skills can be easily converted for ground use.

  • @Kodama.6453 said:

    @Tseison.4659 said:

    @Tseison.4659 said:
    they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate

    The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely.

    Harpoons are the exception, but only because the original polearm weapon was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well.

    Mmm, that’s where I have to disagree. Harpoon Gun, Trident and Spear can be fleshed out differently for land use. Just because the harpoon gun is an almost reflection of the rifle, doesn’t rule it out completely because it can be fashioned differently to work hand and hand with the new elite specs.

    I main a Mesmer and I for one hate our current staff, so if I picked up the new elite spec, I now have access to two weapons: Spear & Trident, one that can be damage focused and the other that can purely be condition focused.

    Why pass up two weapons (yes they’re aquatic ones that we already had) for just one new weapon? Which for Mesmer we’d likely get something along the lines of a Minstrel and get a warhorn because you know, we need more off hands for some stupid reason.

    Again; underwater weapons as “clones” as they may seem, can be fashioned differently, skill wise, range, what they bring to the table etc...

    Are you suggesting an elite spec that can use all your current underwater weapons on land, so mesmer gets access to both spear and trident? If yes, this would be kinda unfair for engineer once again, since this class has just access to speargun as underwater weapons.... why should some classes get 2 new weapons while engineers just get 1?

    That's how engineer rolls even now. They have a small weapons pool due to all the Utility, tool belt, and kits they have. Its just how it is.

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

    @MatyrGustav.6210 said:

    @Kodama.6453 said:

    @Tseison.4659 said:

    @Tseison.4659 said:
    they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate

    The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely.

    Harpoons are the exception, but only because the original polearm weapon was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well.

    Mmm, that’s where I have to disagree. Harpoon Gun, Trident and Spear can be fleshed out differently for land use. Just because the harpoon gun is an almost reflection of the rifle, doesn’t rule it out completely because it can be fashioned differently to work hand and hand with the new elite specs.

    I main a Mesmer and I for one hate our current staff, so if I picked up the new elite spec, I now have access to two weapons: Spear & Trident, one that can be damage focused and the other that can purely be condition focused.

    Why pass up two weapons (yes they’re aquatic ones that we already had) for just one new weapon? Which for Mesmer we’d likely get something along the lines of a Minstrel and get a warhorn because you know, we need more off hands for some stupid reason.

    Again; underwater weapons as “clones” as they may seem, can be fashioned differently, skill wise, range, what they bring to the table etc...

    Are you suggesting an elite spec that can use all your current underwater weapons on land, so mesmer gets access to both spear and trident? If yes, this would be kinda unfair for engineer once again, since this class has just access to speargun as underwater weapons.... why should some classes get 2 new weapons while engineers just get 1?

    That's how engineer rolls even now. They have a small weapons pool due to all the Utility, tool belt, and kits they have. Its just how it is.

    Engineer got treated like every other class when it comes to elite spec weapons, they get access to 1 new weapon type like everyone else.
    The only "special case" to this point has been spellbreaker, which got daggers to dual wield instead of just being able to handle them in mainhand or offhand.

  • Tseison.4659Tseison.4659 Member ✭✭✭

    @Kodama.6453 said:
    Engineer got treated like every other class when it comes to elite spec weapons, they get access to 1 new weapon type like everyone else.
    The only "special case" to this point has been spell breaker, which got daggers to dual wield instead of just being able to handle them in mainhand or offhand.

    If they're going to be making "special cases" like giving an e-spec an extra weapon and as a note, I couldn't care less if the Warriors are known to be the masters of all weapons, then other classes should be able to dual wield weapons of the same type too. For example; Elementalist got a sword with Weaver, so why not give them Dual Swords because whose to say when EoD comes around, they give them an off-hand sword in their new e-spec? It would be stupid and a lazy idea to pull something off like that when they could've given it to them when they introduced Weaver.

    To make it 'simple'; for the new E-Specs, if the weapon can be dual-wielded, they should automatically give the E-Spec an extra weapon. Hell; I'm still wondering why Mesmers didn't get Main hand Pistol and I'd be pretty pissed if they gave us that for the next E-Spec when that could've been given us as a Core.

  • @MatyrGustav.6210 said:

    @VocalThought.9835 said:
    I really don't get people's fascination with aquatic weapons used on land. They can easily make a Staff a melee weapon a sword a range weapon, and different types of skins. What am I missing?

    Some want it for aesthetic, and some aren't satisfied with the current 2 Handed weapons Thier profession has, so adding another 2 Handed weapon to the mix might grant them a fighting style they want. Also people that are requesting the spear, are doing so because its easier to implement, and easier for the devs considering a whole new weapon would be more work. A crossbow skin can be added for the harpoon gun for land use as well. The water weapons skills can be easily converted for ground use.

    I before they add Trident or Harpoon, they should use Staff and Rifle. It's easier.

  • @MatyrGustav.6210 said:

    @VocalThought.9835 said:
    I really don't get people's fascination with aquatic weapons used on land. They can easily make a Staff a melee weapon a sword a range weapon, and different types of skins. What am I missing?

    Some want it for aesthetic, and some aren't satisfied with the current 2 Handed weapons Thier profession has, so adding another 2 Handed weapon to the mix might grant them a fighting style they want. Also people that are requesting the spear, are doing so because its easier to implement, and easier for the devs considering a whole new weapon would be more work. A crossbow skin can be added for the harpoon gun for land use as well. The water weapons skills can be easily converted for ground use.

    For those that want Spear for Warrior, the can simply give Warrior a Staff and create a skin for it and for those that want crossbow skin, they can simply put that on rifle. If they did that would people still want under water weapons?

  • Smoosh.2718Smoosh.2718 Member ✭✭✭✭

    Another forum topic that is once again asking for the wrong weapon for warrior. Concept for the cannon would be kinda cool. But lets get real now.. Staff?! really now? As ive said in the many posts ive made about this. What will staff do that Greatsword, Longbow and Rifle doesnt already do?

    Ask yourself what is the warrior missing? Only one thing should come to mind, one handed ranged weapons! Low and behold, the pistol.

  • @Smoosh.2718 said:
    Another forum topic that is once again asking for the wrong weapon for warrior. Concept for the cannon would be kinda cool. But lets get real now.. Staff?! really now? As ive said in the many posts ive made about this. What will staff do that Greatsword, Longbow and Rifle doesnt already do?

    Ask yourself what is the warrior missing? Only one thing should come to mind, one handed ranged weapons! Low and behold, the pistol.

    Or make dual focus and have them practice martial arts so strong their punches manipulate air, ez. kek

  • Lonami.2987Lonami.2987 Member ✭✭✭✭

    @Lonami.2987 said:
    Original:

    • Gain Dreadnought Suit and Phase Shield instead of tool belt skill five. Activate the Dreadnought Suit to drive your own combat armor, gaining alternate tool belt and weapon skills for all your engineering kits. Phase Shield will replace your endurance bar while the dreadnought suit is active, sacrificing dodge rolling in exchange of a bonus health bar.

    Updated:

    • Gain Dreadnought Suit instead of tool belt skill five. Activate the Dreadnought Suit to drive your own combat armor, gaining alternate tool belt skills. Any engineering kits you wield during the transformation will gain alternate weapon skills as well.

    Phase Shield was a last moment addition. Every elite specialization needs a tradeoff, but I didn't want to delay the thread any further, so I went with a dodge rolling replacement as a temporary solution.

    It doesn't convince me, so I'm removing it altogether, targeting the tool belt for the tradeoff instead. The new description is ambigous on purpose, since there's two solutions:

    • Emphasize the Dreadnought Suit's role in combat, replacing tool belt slots one to four with new fixed suit skills during the transformation.
    • Follow the soulbeast approach, giving every tool belt skill an alternate version during the transformation.

    Personally, I prefer the first one, but I don't mind either.

    @Lonami.2987 said:
    Original:

    • Bow: The Longbow and the Shortbow have been merged back into one single weapon type. The ranger is the only profession who can use both weapons, so his shortbow skills will be transformed into dagger skills, and his original dagger skills will be transformed into knuckles skills.

    Updated:

    • Bow: The Longbow and the Shortbow have been merged back into one single weapon type. The ranger is the only profession who can use both weapons, so his shortbow skills will be transformed into rifle skills as a compensation for the loss.

    Moving the shortbow skills into the rifle is a far more elegant solution, and gives ranger players a fan favorite without sacrificing the flavor of a future elite specialization.

    @MrForz.1953 said:
    So, Dreadnought spec gets to cannibalize Scrapper too. Because you know, Holosmith didn't do that hard enough throughout the years already.

    Mind elaborating? I didn't get into detail regarding individual skills or roles, so I don't see how any of that is happening at all in any way whatsoever.

    @DemonSage.6317 said:

    @MrForz.1953 said:
    So, Dreadnought spec gets to cannibalize Scrapper too. Because you know, Holosmith didn't do that hard enough throughout the years already.

    I mean that's less of an issue with Dreadnought and more of an issue of Scrapper. Scrapper is also useful in WvW. If Anet just rebalanced it, Scrapper will be fine.

    That being said the Dreadnought idea, while thematically appealing, leaves something to be desired when it comes to skills and how it is played. I agree with Kodama that Dreadnought seems to lean into upgrading all of what Engi is rather than carve out a niche for Engi and create a purpose for the mech suit.

    The primary goal of the elite specialization is giving kits alternate skills, there isn't much more to it really. The Dreadnought Suit is the conduit for those changes, as they need a clear visual representation; also, driving a mecha is cool. The design philosophy is similar to the soulbeast's Beastmode transformation.

    Lot of people want a golemancer elite specialization, but the common approach is to give it golem minions instead. I think the engineer relies on AI far too much already (turrets plus gyros) so I took a different route on purpose, keeping the "golem" theme without the AI noise.

    @Smoosh.2718 said:
    Another forum topic that is once again asking for the wrong weapon for warrior. Concept for the cannon would be kinda cool. But lets get real now.. Staff?! really now? As ive said in the many posts ive made about this. What will staff do that Greatsword, Longbow and Rifle doesnt already do?

    Ask yourself what is the warrior missing? Only one thing should come to mind, one handed ranged weapons! Low and behold, the pistol.

    Dual pistols were my choice for a while too; in fact, the thunderlord was born as some sort of pirate, using a normal cannon instead of the magical thunder bell, plus explosive-based preparations instead of summoned celestial attacks. I just didn't feel like the theme worked at all, so I took the monk route instead. Also, warriors haven't gotten any two-handed elite specialization weapon so far.

    The warrior and the engineer were the last two I wrote, you can find some backstory on the reddit thread. Dual pistols are still a favorite of mine, and I definitely want to see them happen too; I just don't know how to make them work in any satisfying way.

  • Smoosh.2718Smoosh.2718 Member ✭✭✭✭

    I believe I have posted in the past in ways i believe it can function.

    Pistol, Mace and Hammer are the least used weapons in Gw2 and need to be given to other classes to be used. Providing it fills a role the class can not currently do.

    Pistol for warrior is perfect as A: first heavy class to get a pistol, B: 1h ranged weapon its never had access to.

    Hammer could be given to Ranger as an example as well, however the weapon will need to do something special, Could be condition damage melee/debuffer.

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

    spear for warrior, pistol would 100% be useless and a waste of a new weapon guaranteed going by anets past.

  • Smoosh.2718Smoosh.2718 Member ✭✭✭✭
    edited January 24, 2021

    @Psycoprophet.8107 said:
    spear for warrior, pistol would 100% be useless and a waste of a new weapon guaranteed going by anets past.

    Answer this, what will the 'spear' or shall i call it staff give the warrior that it cant already do?
    It has GS for Power
    It has Hammer for Power CC
    It has Rifle for power range
    It has LBow for condi range

    The only logical role Staff would fill for warrior is 2h melee condi...
    Personally I find condition damage play the most boring to play.

    Now as for Pistol, this has the most options going for it, you can work it into power builds, you can work it into condi builds (you have more chance of Pistol working that staff)

    If warrior gets staff and its clunky, you'll never use it.
    If warrior gets pistol and you find that mainhand isnt great but off hand is (or visa versa) you still have a functioning weapon. Who knows we might even get combo fields from it. There are more combinations possible with pistol than there ever will be with staff. Forget the idea of land spear, Anet simply wont, or can not code another weapon into the game without breaking the system (if im corrected I'll eat some form of hat).

    Remember this as well:
    Warrior has zero access to one handed ranged weapons, the only core class in the game to have zero.
    Pistol has very few users
    Pistol has no heavy armour users
    Pistol Pistol has been seen on Heavy armoured Norn and Charr within the newer maps, Anet has a history of hinting at elite specs before they come out. For all we know this elite spec might actually be called a bounty hunter. Which is rather fitting for a weapons master.

    We will see who eats what hat when EoD comes out, but im so confident that it is going to be Pistol, I already made HOPE for my warrior.

    Please see image below.
    Made on the 7th April 2020.

  • Fueki.4753Fueki.4753 Member ✭✭✭✭
    edited January 24, 2021

    I'm still hoping for Javelin, so we can get a Paragon-like elite specialization on Warrior.

  • @Fueki.4753 said:
    I'm still hoping for Javelin, so we can get a Paragon-like elite specialization on Warrior.

    I think they could use Staff for that with Javelin/spear weapon skin.

  • The best and most wanted ideas for the next Elites are:

    • **Warrior/ Staff > Dual Pistols > Focus > main hand Shield.
    • **Guardian/ War Horn > Offhand Sword > offhand Scepter > main hand Focus
    • **Revenant/ Great Sword > Scepter > Focus > Dual Pistols > Main hand Axe
    • **Ranger/ Hammer > Rifle > Shield > Focus > offhand Sword > Scepter > Dual Pistols
    • **Engineer/ Offhand Dagger > Mace > Focus > Staff > Great Sword
    • **Thief/ Torch > Offhand Sword > Dual Mace > Focus > Great Sword > Dual Axes
    • **Elementalist/ Long Bow > Great Sword > Offhand Scepter > Main hand Focus >
    • **Mesmer/ Short Bow > War Horn > Main hand Pistol > Dual Daggers
    • **Necromancer/ Shield > Hammer > offhand Axe > Rifle > Main hand Sword
  • draxynnic.3719draxynnic.3719 Member ✭✭✭✭

    @Smoosh.2718 said:

    @Psycoprophet.8107 said:
    spear for warrior, pistol would 100% be useless and a waste of a new weapon guaranteed going by anets past.

    Answer this, what will the 'spear' or shall i call it staff give the warrior that it cant already do?
    It has GS for Power
    It has Hammer for Power CC
    It has Rifle for power range
    It has LBow for condi range

    The only logical role Staff would fill for warrior is 2h melee condi...
    Personally I find condition damage play the most boring to play.

    This is a question that has already been answered: Support.

    Depending on the theme of the elite specialisation, it could also have more of an AoE focus than a single-target focus (if the elite specialisation is another case of mixing a bit of magic into the Warrior).

    It might not be an answer you like, but it's an answer that isn't covered by existing 2H weapons, and a warrior support spec is something that some people have asked for.

  • @Lonami.2987 said:

    @MrForz.1953 said:
    So, Dreadnought spec gets to cannibalize Scrapper too. Because you know, Holosmith didn't do that hard enough throughout the years already.

    Mind elaborating? I didn't get into detail regarding individual skills or roles, so I don't see how any of that is happening at all in any way whatsoever.

    I didn't write the original comment, so I can't speak for their personal motivations, but I do agree with the general idea that your concept for dreadnought feels very much like a clone of scrapper in aesthetic, and holosmith in mechanics. Scrapper's "theme" and general design is electrical (Hammer skills 1,2,4,5 + various traits) and mechanical (gyros, hammer skill 3, espec weapon skin). I mean, you want the weapon for the dreadnought to be a mace themed around toolkit (like a wrench) but that's the exact same idea as the Scrapper hammer, Fix-R-Upper. I understand that many people want to play that minion-mancer mechanical class, but the fact remains that it already exists in the form of Scrapper, and core engineer (although turrets are desperately in need of a rework). There are so many other ways that engineer can be taken without needing to resort to the same themes as past elite specialisations. Perhaps a sound engineer, who uses a staff like a tuning fork, force-pushing around enemies and rending and incapacitating them with sound waves and shouts. Or maybe some sort of toxicologist, who launches arrows bearing poisonous elixrs using a shortbow, and makes use of venoms or corruption skills to inflict opponents with conditions. Or maybe even some sort of arcane metallurgist, who uses a combination of magic and engineering to forge powerful weapons to dominate the battlefield (similar to spirit weapons). Anything other than Scrapper 2.0.

    And on the point of the mechanics, I don't particularly agree that the espec shouldn't receive new utility types. I think that kits as they are have enough value in all gamemodes without needing to be powered up any more, and that new utility types brings more ways to experience a class. As far as the whole dreadnought suit thing goes, and flipping over your toolbelt skills to alternate, fixed, versions, I'm on board with that. The only thing I take issue with is having a "transformation", given how many ingame mechanics that can break already with photon forge (not being able to pick up crystals on solid ocean, or not being able to mount, even out of combat) and so would prefer something else to having another transformation, purely for gameplay reasons.

  • Smoosh.2718Smoosh.2718 Member ✭✭✭✭

    @draxynnic.3719 said:

    @Smoosh.2718 said:

    @Psycoprophet.8107 said:
    spear for warrior, pistol would 100% be useless and a waste of a new weapon guaranteed going by anets past.

    Answer this, what will the 'spear' or shall i call it staff give the warrior that it cant already do?
    It has GS for Power
    It has Hammer for Power CC
    It has Rifle for power range
    It has LBow for condi range

    The only logical role Staff would fill for warrior is 2h melee condi...
    Personally I find condition damage play the most boring to play.

    This is a question that has already been answered: Support.

    Depending on the theme of the elite specialisation, it could also have more of an AoE focus than a single-target focus (if the elite specialisation is another case of mixing a bit of magic into the Warrior).

    It might not be an answer you like, but it's an answer that isn't covered by existing 2H weapons, and a warrior support spec is something that some people have asked for.

    If that is the case then a maximum of 2 skills can be support on a 2h weapon else you'll make a useless weapon with 1-2 attack skils. Then comes the question of what 'support' would this weapon provide? It cant provide might, traits do that. It cant provide Fury, shouts do that. Would it apply regeneration or health? Protection?

    From my standpoint its better to make a weapon flexable, make it so the support comes from the skills and traits rather than the weapon, which will allow the player to work these weapons into different playstyles. Heck for all we know Anet might be making a new grandmaster trait system that changes all bursts to be power, condi or support depending on what you pick.

    A lot of players also asked for 2h axe for a long time. I'm still confident that it will be pistol since it fills most of the missing gaps for the warrior. (Never forget that warriors suck vs kiters. You don't take a rifle because you drop sustain for it, however with pistol you can still at least have a shield on you.)

  • I've posted two sample e-specs on the warrior forum a while ago for a Spear and a Pistol/Pistol support spec and frankly I'd be happy with either.

    My interpretation of either as support was AoE debilitating conditions like weakness and/or poison and cripple with a focus on creating fields to blast on its own for enhanced effects via the traitline. That and I suggested 'Tactical' Bursts that utilized the OH weapon (or just a second burst for 2Handers) with only 2 adrenaline bars with only 10 adrenaline spent per use in both examples, things like some extra CC or extra Boons for the party depending on the weapon.

    Grant it my view of land spear is admittedly a faster GS with a long range immob, a long range leap, and AoE weakness on the AA chain, but the actual damage numbers can be lowered so as not to become strictly better than GS. It would be the kind of weapon that would work best with Power-Expertise-Ferocity-Precision gear which does not currently exist, but I hope does in EoD for several unrelated warrior builds I have stored away in the event that stat combo becomes available.

  • Some of these seem way too OP in PvP (like 2 pets) and unusable in WvW. The biggest issue with minions, pets, clones etc is that they instadie in WvW. I hope eventually we get less summoning AI bots.

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

    @Smoosh.2718 said:

    @draxynnic.3719 said:

    @Smoosh.2718 said:

    @Psycoprophet.8107 said:
    spear for warrior, pistol would 100% be useless and a waste of a new weapon guaranteed going by anets past.

    Answer this, what will the 'spear' or shall i call it staff give the warrior that it cant already do?
    It has GS for Power
    It has Hammer for Power CC
    It has Rifle for power range
    It has LBow for condi range

    The only logical role Staff would fill for warrior is 2h melee condi...
    Personally I find condition damage play the most boring to play.

    This is a question that has already been answered: Support.

    Depending on the theme of the elite specialisation, it could also have more of an AoE focus than a single-target focus (if the elite specialisation is another case of mixing a bit of magic into the Warrior).

    It might not be an answer you like, but it's an answer that isn't covered by existing 2H weapons, and a warrior support spec is something that some people have asked for.

    If that is the case then a maximum of 2 skills can be support on a 2h weapon else you'll make a useless weapon with 1-2 attack skils. Then comes the question of what 'support' would this weapon provide? It cant provide might, traits do that. It cant provide Fury, shouts do that. Would it apply regeneration or health? Protection?

    From my standpoint its better to make a weapon flexable, make it so the support comes from the skills and traits rather than the weapon, which will allow the player to work these weapons into different playstyles. Heck for all we know Anet might be making a new grandmaster trait system that changes all bursts to be power, condi or support depending on what you pick.

    A lot of players also asked for 2h axe for a long time. I'm still confident that it will be pistol since it fills most of the missing gaps for the warrior. (Never forget that warriors suck vs kiters. You don't take a rifle because you drop sustain for it, however with pistol you can still at least have a shield on you.)

    Healing is a potential use for a support staff. As is protection, for allies or for the warrior. Condi removal. Might can come from traits, but having additional sources could be worthwhile. Fury being on a shout doesn't prevent warrior from having fury on other sources, including weapon skills, and having multiple sources means that you don't need to pack all of them yourself. Depending on the theme of the elite specialisation, other boons may be possible, even the coveted quickness and alacrity.

    And if we're going to make 'for all we know' statements, we can imagine anything. I'm not seeing any justification to your claim that staff will inherently suck just because. And if it turns out you made HOPE prematurely, you'll only have yourself to blame.

  • Smoosh.2718Smoosh.2718 Member ✭✭✭✭

    @draxynnic.3719 said:
    Healing is a potential use for a support staff. As is protection, for allies or for the warrior. Condi removal. Might can come from traits, but having additional sources could be worthwhile. Fury being on a shout doesn't prevent warrior from having fury on other sources, including weapon skills, and having multiple sources means that you don't need to pack all of them yourself. Depending on the theme of the elite specialisation, other boons may be possible, even the coveted quickness and alacrity.

    And if we're going to make 'for all we know' statements, we can imagine anything. I'm not seeing any justification to your claim that staff will inherently suck just because. And if it turns out you made HOPE prematurely, you'll only have yourself to blame.

    Protection is a very rare boon for warrior, now the chances of warrior having this boon are very low due to being a heavy armoured high health class, however this is a boon the warrior does lack, which is odd for a 'soldier' class thats meant to be frontline. Might is and always will be really easy to gain on warrior, might is so easy to come by its value has become lesser so. So this boon would actually be a huge dissapointment to get on a weapon. As for Fury, you have the shouts, the elite signet and you also have the greatswords Burst skill (lets face it that weapon is still too good to drop no matter how hard we try to).

    I am still very confident that the one handed range option is the right one for the next elite spec weapon. It ticks the most boxes of things the warrior can not do, its a far more flexible weapon which will be able to be worked into more builds than a 2h weapon ever will. With the addition to the heavy armoured NPC's using pistol my theory was more or less setting in stone, too much points to this being the weapon, gladly so from my side too, since I am not a fan of a single class that uses the staff skills, every single staff skill feels janky jarring and horrible to use. (on ele the staff is honestly a terrible weapon with outdate 2013 stuff on it. Newer additions to the likes of Thief, the staff feels off when using it, from the animations to the janky Vault skill. I have not found the staff fun to use on a single class, which is my biggest fear if this is the weapon.)

    By all means, if it is staff when the time comes, tag me in a post and i'll give an honest review. If im surprised by it and its good I'll say and visa versa.

    From a Lore point, pistol has so much to go by. Forget the whole fan boii 'But Guild Wars 1 had..' stuff, this is Guild Wars 2, where we should be getting new classes based on new things. We're 300 years into the future from Guild Wars 1 days. I can see the lore being set in place of the Charr teaching other warriors to use pistols to survive in harsh new lands allowing them to use new skills/shared skills, for example gadgets, summons or kits as an example.

    The dangerous thing that many players/people do in this world is look back on things with rose coloured glasses. 'The past was better' they say, till they get someone from the past and realise actually how bad it is (Just look at the UK right now for that Example.). I do hope soon we get some leaks as to what elite specs each class will get, my money is still on the Pistol, I just hope anet pulls through on this expansion all together. What it needs to do is bring in things that are new, refreshing and fun.

    As for HOPE, its a pistol i've wanted to make since it came out and having an expensive gamble makes it all the more fun. ^^,

  • Kencu.5846Kencu.5846 Member ✭✭
    edited January 31, 2021

    My basic ideas for the new elite specs. I'm mainly creating these from a WvW perspective so I focus on teamplay and minimal visual clutter or 1hit AI mechanics like clones, pets and minions. I'll update them on the go if I have new ideas:

    Guardian -

    Weapon - Off-hand Sword

    Warrior - Monk

    Weapon - Staff

    The monk is the master of analyzing the enemy and punishing it for it's mistakes. Gain access to "Divination" skills. The Divination skills are either strong buffs to the allies or strong debuffs to the enemies. The monk can swap between different "Foreseight" modes with F1-F4 which uses adrenaline.

    F1 - "Forseight of Damage". Mark your foe with the Foreseight of Damage. For each strike of adrenaline, the enemy damages up to 5 foes (including itself) in the area for 3% of their damage for 1 second.

    F2 - "Foreseight of Movement". Mark your foe with the Foreseight of Movement. For each full stages of adrenaline, the enemy gets punished if they move. 1 stage: 5secs of Cripple and 5 secs of Chill. 2 stages - 5secs of Cripple, Chill and 3secs of Fear and Torment. 3 stages - knockback, 5 secs of Cripple, Chill, Torment and 3secs of Fear.

    F3 - "Foreseight of Offense". Give yourself and nearby allies the Foreseight of Offense. You and your allies gain increased damage against foes with boons (+1% for all strikes of adrenaline) and superspeed for 5secs. You and your allies gain Might and Fury for 5secs if you have less boons than the enemy.

    F4 - "Foreseight of Defense". Give yourself the Foreseight of Defense. For each stages of adrenaline, grant yourself and nearby allies (5) 1 second of invulnerability.

    The staff is hybrid melee and ranged weapon for the warrior. In combat using weapon swap while a staff is equipped swaps between the weapon's melee and ranged modes.
    Overall the monk could go either offensive or defensive depending on the situation.

    The utilities would follow a similar pattern, focusing on teamwork and coordination. For example:

    "Divination of Union" - Utility. Grant yourself the Divination of Union for 10secs and gain Protection and Aegis for 5secs. Each time you receive a boon from another source, grant nearby allies 5secs immunity to movement-impairing conditions. Using the skill again breaks stun for you and nearby allies and gives 5secs of Stability and increases the recharge duration by 10secs.
    Recharge: 40secs.

    "Divination of Rebirth" - Utility. Grant yourself the Divination of Rebirth. For 10secs you and nearby allies (5) ignore the lethal blow and instead of going to down state, recieve a barrier with 10% of your health for 5 seconds. Increase recharge time by 10secs for each ally saved by this skill.
    Recharge: 60secs
    Radius: 240

    Revenant -
    Ranger - Warden

    Weapon: N/A

    The Warden can choose to deploy its pet to the mist to channel powerful attacks or strong buffs, utilities etc. The weapon skills are replaced by the mist pet skills. The warden gets access to Ward skills. (So the ranger can be viable in WvW in various roles as the pet-weapon skills would provide great opportunity for the ranger not to be a meme in WvW any longer. And of course outside of WvW too. Iboga pet-weapon skills could be condi spam, bear tanky etc).

    Engineer -

    Thief -

    Elementalist - Something Astromy themed since Kaineng city people are obsessed with celestial objects. Gain access to a new element. Dark Matter maybe? (Or some more fitting GW2 lore version of an energy type, layline? bloodstone? etc.) As for the role I'd love to see something crazy with the new elements. Something a bit unpredictable and on the "high risk - high reward" side. So the elementalists in Cantha tapped into some very volatile unstable elemental energy which can be dangerous but they must be very careful with it.

    Necromancer -

    Mesmer - I've made a concept about it in the mesmer thread (Mentalist) but actually I would love to see something without clones because in WvW zergs that game mechanics is completely useless. I'd love to see a Hex mesmer, who doesn't necessarily deal a lot of damage on it's own but more like drains the enemy and forces them to kill themselves. On the line of "Feedback" and "Arcane Thievery" when the enemy basically damages itself, if the mesmer plays well. So I'd love to see something which makes the enemy to think when dealing with the new mesmer elite spec. The clones definitely need a rework in WvW.

  • Headcase.4618Headcase.4618 Member ✭✭✭
    edited January 31, 2021

    Since we're sharing, here are my ideas for e-specs that I've worked out so far

    1. 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
    Armor: Shoulder
    Profession mechanic: Virtues become Furies*. a combination of Tempest's overload and warrior's adrenaline, Each fury can charge up over time 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

    2. 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**
    Armor: Gloves
    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.

    3. 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
    Armor: Gloves
    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.

    4. 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
    Weapon: main hand/dual wield axes***
    Armor: Gloves
    Profession mechanic: n/a
    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
    Armor: Gloves
    Profession mechanic: N/A
    Utility skills: Aether weapons. Summons weapons of pure aether energy to attack or defend, similar to guardian's spirit weapons

    5. 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
    Armor: Helm/chest (Maybe a trenchcoat like medium armor has)
    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. The tradeoff is that all other weapon skills lose their original attunements unless activated again and instead use non-elemental arcane energy in their place
    Utility skills: Tricks

    6. 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
    Weapon Hammer
    Armor: Boots/helm
    Profession mechanic: Build energy during combat to use unique skill to temporarily transform into large tree monster with CC.
    Utility skills: Punishments

    7. 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: Greatsword
    Armor: Gloves
    Profession mechanic: N/A
    Utility skills: Minions. Summon gang members with unique abilities and effects, similar to Necromancer's minions

    8. Mesmer/Psychomancer

    (I wasn't able to come up with anything that could work for mesmers, so now I support this person's idea called "The Psychomancer." Check it out here: https://en-forum.guildwars2.com/discussion/58284/the-psychomancer-mesmer-elite-specialization-suggestion )

    9. 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
    Weapon: Longbow/shortbow***
    Armor: Gloves
    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