Guild Wars 2: The Celestial Tournament - Cantha expansion idea — Guild Wars 2 Forums

Guild Wars 2: The Celestial Tournament - Cantha expansion idea

Mysterious ships displaying exotic sails have been sighted all across the Sea of Sorrows. Processions hoisting exotic banners and playing eerie music have arrived to all major cities, and with them, a message of challenge.

An invitation to discover new lands, meet other cultures, face incredible trials, achieve victory, and claim what could be the most valuable prize ever seen. Signed by the emperor of Cantha himself.

This is The Celestial Tournament.

Journey to Cantha, and participate in this legendary competition. Discover what has been going on since the southern continent closed its borders. Fight guilds from all over the world, formed by other heroes or even villains. Old and new faces combine in this competition, and only the strongest will endure.

Be careful though. You will be alone, in a foreign country, surrounded by enemies and strangers. Also, some things sound too good to be true. Are there any hidden intentions behind the tournament? There is only one way to find out: Fight.

While the guilds of Tyria answer to the challenge, the tengu watch carefully, and prepare for war.


The Celestial Emperor has spoken.


New expansion pack: The Celestial Tournament

Click on the red links to go to the article.

  • Introduction
  • New continent: Cantha
    • Imperial City (city)
    • Kaineng Center (80)
    • Qinkaishi Mountains (80)
    • The Jade Sea (80)
    • Echovald Forest (80)
  • New PvP mode: Battlegrounds
    • Nahpui Quarter → Guild versus Guild
    • Monastery of the Thousand Daggers → Deathmatch
    • The Aurios Mines → Capture the Flag
    • Amatz Basin → King of the Hill
  • New skills and abilities
    • Six new weapon types
    • Nine new elite specializations
      • Elementalist - Dervish
      • Mesmer - Redemptor
      • Necromancer - Apothecary
      • Engineer - Golemancer
      • Ranger - Reaver
      • Thief - Assassin
      • Guardian - Forgemaster
      • Revenant - Ritualist
      • Warrior - Gladiator
    • New mounts
      • Stag
      • Serpent
    • Core professions upgrade
  • New activities
    • Bounty Hunter
    • Drilling
    • Musical Duel
    • Trials of the Tournament
  • New masteries

Map of the new expansion zones.
Larger resolution.


New race pack: Day of the Tengu

Click on the red links to go to the article.


Map of the new tengu starting zones.
Larger resolution.


Hope you liked it! :D

If you fancy music while reading, listen to this beautiful remix.

Comments

  • Alga.6498Alga.6498 Member ✭✭✭✭

    I would love to see this for our next expansion! Cantha, a new playable race- the Tengu with their starter zones and their capital city, Ritualist, Assassin, Dervish and Gladiator(Paragon) elite specs! ❤

    | Separatist | Nightmare Court | Inquest | White Mantle | Sunspears | Loyalists | Ascalon | Kryta | Ebonhawke | Elona | Istan | Kourna | Vabbi | Cantha | Luxon | Kurzick | 71 characters | "Rally to me, Ascalonians!" "Keep Ascalon in your heart." "May the Gods protect you." "Be blessed by the Six."

  • Lonami.2987Lonami.2987 Member ✭✭✭

    @Trise.2865 said:
    Xenophobic Cantha suddenly opens its borders to thousands-to-millions of foreigners... for a tournament?

    Don't get me wrong, I like this idea, and the many of the concepts presented herein, but the premise is really, really weak. I would enjoy diving deeper to explore what these otherwise-random collection of words do and why we'd need them.

    Suddenly opening has nothing strange. The old emperor dies, and the new one changes the law. Funnily enough, that's exactly what happened a few decades before the events of GW1 Factions, where the isolation policies of the two previous emperors were revoked by a new emperor.

    It's pretty ridiculous to think they've kept the same laws for 250 years. Our major problem with Cantha is not the empire itself, but the two dragons that made travel there way too dangerous. Zhaitan is gone, but Selbbub is still there somewhere. For all we know, the current status of isolation could be due to dragons. We've been getting Elonian refugees since forever, from Elona, a dictatorship ruled by an immortal lich, but we haven't gotten anything out from Cantha. Sounds like escaping Cantha should be easier, but we have no news at all. Again, I blame dragons.

    And even then, we don't know the true intentions behind this tournament. It could all be a trap, a cry for help, or whatever. Maybe they're crazy cultists running out of sacrifices and need new victims, maybe they want to recruit heroes with dragon experience to kill Selbbub, or maybe the new emperor just wants to reopen trade in some spectacular way, but some nobles are against breaking the isolation and we'll have to deal with multiple political schemes at once.

    @Alga.6498 said:
    I would love to see this for our next expansion! Cantha, a new playable race- the Tengu with their starter zones and their capital city, Ritualist, Assassin, Dervish and Gladiator(Paragon) elite specs! ❤

    Gladiator is not paragon. I'm saving that for guardian, using transformation, trident, and wells, for another expansion idea :D.

  • This is a very well put together idea. It is very pleasing to the eyes.

  • zerorogue.9410zerorogue.9410 Member ✭✭✭

    I was always hoping we would get a recreation of the black ships in japan. Where we need chantha to help against the dragons they refuse and the pact then moves an armada of airships off the cost to force negotiations.

    eg: https://en.wikipedia.org/wiki/Black_Ships

  • hugo.4705hugo.4705 Member ✭✭✭✭
    edited April 22, 2018

    Golemancer!! Serpent!!! Awesome Idea but what about the new masteries? What should they add? Moutains Climbing? Swimming abilities? Fighting?

    +++In creative mood. New Engie Elite spec' , Housing , New asuran expansion , Designing a new lounge , New GameMode
    +++NEW: AEP Asuran Expansion Project available on WIKI.
    +++New: GEM GW2 Exploration Map: Discover unusual places around tyria: Here (OSM map)

  • Leo G.4501Leo G.4501 Member ✭✭✭✭
    edited April 22, 2018

    I like it =)

    It's a nice mix of content, I wish we were actually getting something like this in another year plus some change.

  • Talindra.4958Talindra.4958 Member ✭✭✭✭

    This is really awesome.. played so much HA before in gw1

    Death is Energy [DIE] in EU
    Envoy's Herald, EAoA, CoZ, VitV, DD, SS, The Eternal, LNHB, Champion Magus, Champion Phantom, Wondrous Achiever etc.

  • Zilong.1407Zilong.1407 Member ✭✭

    @zerorogue.9410 said:
    I was always hoping we would get a recreation of the black ships in japan. Where we need chantha to help against the dragons they refuse and the pact then moves an armada of airships off the cost to force negotiations.

    eg: https://en.wikipedia.org/wiki/Black_Ships

    That particular part of history is probably not something we want to emulate. Especially if we are sticking with the idea of the Pact being the "good guys". Not unless you want to annoy a decent of people. Forcing "negotiations" with military threats is somewhat less than ideal, especially when there is a dangerous enemy that is already known.

  • zerorogue.9410zerorogue.9410 Member ✭✭✭

    @Zilong.1407 said:

    @zerorogue.9410 said:
    I was always hoping we would get a recreation of the black ships in japan. Where we need chantha to help against the dragons they refuse and the pact then moves an armada of airships off the cost to force negotiations.

    eg: https://en.wikipedia.org/wiki/Black_Ships

    That particular part of history is probably not something we want to emulate. Especially if we are sticking with the idea of the Pact being the "good guys". Not unless you want to annoy a decent of people. Forcing "negotiations" with military threats is somewhat less than ideal, especially when there is a dangerous enemy that is already known.

    The event marked a sign to the people of japan that their isolationism has caused the world to pass them by in technology. Nobody was annoyed by it, It was simply a showing that if japan wanted to survive they needed to end Isolationism. The same thing is happening now in Tyria, cantha has not been privy to the explosion of technology and advancements the rest of the world has benefited from. A simple show of power can stop a massacre in the future.

  • Fenom.9457Fenom.9457 Member ✭✭✭✭

    How do you make such good edits? Like how did you actually type an entry into the wiki, and how do you make such good pictures? When I draw in the map it’s sloppy lines and the writing isn’t ornate :(

    HARRY! DIDYA PUT YER NAME IN DA GOBLET OF FIYAH?!

  • starhunter.6015starhunter.6015 Member ✭✭✭

    All good, really but only issue with this is Dervish uses the gods for their power. Since the gods left they would have nothing to draw from. Let alone any race not human would be/could be restricted from the class lore wise. But I do love the dervish class, we just need a way to bring it up for all races a Dervish 2.0 , maybe instead of drawing from the human gods. Dervish 2.0 could draw from the Cantha Zodiac ?

  • Lonami.2987Lonami.2987 Member ✭✭✭
    edited April 25, 2018

    @hugo.4705 said:
    Golemancer!! Serpent!!! Awesome Idea but what about the new masteries? What should they add? Moutains Climbing? Swimming abilities? Fighting?

    I guess you missed the link to the wiki article :I.

    @Fenom.9457 said:
    How do you make such good edits? Like how did you actually type an entry into the wiki, and how do you make such good pictures? When I draw in the map it’s sloppy lines and the writing isn’t ornate :(

    Practice, mostly. Always loved theorycrafting and been writing stuff like this for years.

    Few tips if you want to get into this sort of pastime:

    Start with simple lists of features. For example, elite specializations would be just the new mechanic, weapon, and slot skills. I like giving them an aesthetic theme too, that makes it stand out from the core profession, but that's not really necessary. I really dislike how the official elite specializations feel so generic and bland. For example, look at Deadeye, it's just a boring guy with a rifle. Now, imagine if Deadeyes were these gambler bounty hunter guys, who use to stick around the Amnoon Casino and make bets and play dices, and the new mechanics and skills kinda reflect that aspect, so you feel you're one of them. I also like "balancing" ideas, so I don't run out of them. It's easy to make this awesome elite specialization by putting everything that is cool inside, but then you leave no room for future ideas. Instead of writing just one elite specialization idea, try writing three at a time, or try writing multiple professions at once. Right now, I have 27 solid elite specialization ideas, and they're all unique because I made sure to balance my resources so I don't run out of them. I feel like that gives them value, but isn't really necessary either.

    Personally, I love limits, and I force myself into them on purpose. I made some tables to force me to distribute resources evenly. It's a sandbox and includes redesign ideas with various personal classifications, in case you're confused by some of the terms there. I like balancing everything mathematically, but that's just me, I'm sure there's other types of limits you can give yourself.

    Don't get too specific nor technical. Continuing with elite specialization ideas, lot of people love to write down every single new skill and trait, but personally I believe that's just a waste of time. In my opinion, being ambiguous and defining a role and a theme rather than writing down numbers is much more effective. If you enjoy playing with numbers, don't stop doing it, but you should give the "new thing" much more importance. Only bother going into details if you have a really good idea that is worth elaborating on, because it's very unique, helps understand the bigger picture, etc. Leave the readers some breathing space so they can imagine the rest by themselves, and then engage in the discussion by adding new ideas on top of yours. If you have a very specific idea, post a simpler version and wait until there's a discussion before posting the full version, don't just jump to it from the very beginning or no one will care. There's a lot of threads with huge balance ideas and no replies, and I'm sure many of them are really good, but no one's going to bother talking about them when there's no room for discussion.

    For example, describing masteries can be interesting if those masteries help understand the activities and the interaction with the new environments. If your masteries are just a glorified checklist of unlocks (like PoF mount masteries) then it's not worth describing them at all, just put a line somewhere stating "you unlock new mount skills through masteries" and move on.

    Don't write a giant wall of text. Assuming you want people to read your ideas, and discuss them with you. Make sure you focus on what you want to be discussed, and avoid filler, it's fine if things are short. For example, you could write a great elite specialization idea, with some pretty cool mechanics, and then describe some secondary skill or write down some numbers just because for some reason you want to add more content. What happens then is that people will skip the meat and go nitpick the secondary skills or the numbers, ignoring the core of the idea, and you will regret having gone into details because they have ruined the discussion. Typical reply example: "Your elite spec idea is bad because it's too powerful / weak". Another example is writing plot, the more you write the harder it is to get people to read the whole thing, and the easier it is to let readers nitpick dumb details over the big picture. You need to find balance.

    In one of my old ideas, I described a whole new profession, but people nitpicked on a secondary line talking about stealth detection, ignoring the rest, which was annoying as hell, but hey, that's life. That's why nowadays I keep elite specializations and other ideas short and to the point.

    Finally, go wild. It's easy to make assumptions about the game's development cycles. If two expansions include updates to a feature, everyone expects the third to include another update too. As humans we try to find patterns in everything, and then we pretend that's how things work. I was very conservative in the past, always trying to stick to what respected the original designs, but that led to dull results and lot of filler. I also restrained myself on many cool ideas "because there was no way they would make something like that" but then they did (I had ideas about something like masteries years before HoT). So now, I'm much more creative and go further with my ideas, and I don't care too much about our unwritten rules. As long as they don't break the basic design of the game, every idea can fit the game.

    You are going to find a lot of stubborn people out there, who are just going to hate on you no matter what. It happened when people gave wardrobe suggestions years ago, and it happened when people gave mount ideas as well. Lot of people were just like "no way that happens", and some even got hostile about it. Lot of people hate the idea of change, unless it comes from ArenaNet themselves, then they love it. You can't fight that kind of people, you'll have to learn to just ignore them or call them out when they're just acting like blind zealots fighting against every suggestion or idea, because the game is perfect and you're questioning that perfection with your filthy opinion. Don't let haters get to you, and develop the ideas you like.

    So yeah, that's it I guess. I don't know lol.

    Think of writing game ideas as drawing fan art or writing stories.

    @starhunter.6015 said:
    All good, really but only issue with this is Dervish uses the gods for their power. Since the gods left they would have nothing to draw from. Let alone any race not human would be/could be restricted from the class lore wise. But I do love the dervish class, we just need a way to bring it up for all races a Dervish 2.0 , maybe instead of drawing from the human gods. Dervish 2.0 could draw from the Cantha Zodiac ?

    They no longer channel gods, they just channel elements now, transforming into djinns. To be fair, in GW1 their only god-related skills were the 5 avatars, the rest of the profession was pretty much an elemental shaman.

  • hugo.4705hugo.4705 Member ✭✭✭✭

    Yeah you are right, I just checked the wiki, awesome work, really ^^

    +++In creative mood. New Engie Elite spec' , Housing , New asuran expansion , Designing a new lounge , New GameMode
    +++NEW: AEP Asuran Expansion Project available on WIKI.
    +++New: GEM GW2 Exploration Map: Discover unusual places around tyria: Here (OSM map)

  • Fenom.9457Fenom.9457 Member ✭✭✭✭

    @Lonami.2987 said:

    @hugo.4705 said:
    Golemancer!! Serpent!!! Awesome Idea but what about the new masteries? What should they add? Moutains Climbing? Swimming abilities? Fighting?

    I guess you missed the link to the wiki article :I.

    @Fenom.9457 said:
    How do you make such good edits? Like how did you actually type an entry into the wiki, and how do you make such good pictures? When I draw in the map it’s sloppy lines and the writing isn’t ornate :(

    Practice, mostly. Always loved theorycrafting and been writing stuff like this for years.

    Few tips if you want to get into this sort of pastime:

    Start with simple lists of features. For example, elite specializations would be just the new mechanic, weapon, and slot skills. I like giving them an aesthetic theme too, that makes it stand out from the core profession, but that's not really necessary. I really dislike how the official elite specializations feel so generic and bland. For example, look at Deadeye, it's just a boring guy with a rifle. Now, imagine if Deadeyes were these gambler bounty hunter guys, who use to stick around the Amnoon Casino and make bets and play dices, and the new mechanics and skills kinda reflect that aspect, so you feel you're one of them. I also like "balancing" ideas, so I don't run out of them. It's easy to make this awesome elite specialization by putting everything that is cool inside, but then you leave no room for future ideas. Instead of writing just one elite specialization idea, try writing three at a time, or try writing multiple professions at once. Right now, I have 27 solid elite specialization ideas, and they're all unique because I made sure to balance my resources so I don't run out of them. I feel like that gives them value, but isn't really necessary either.

    Personally, I love limits, and I force myself into them on purpose. I made some tables to force me to distribute resources evenly. It's a sandbox and includes redesign ideas with various personal classifications, in case you're confused by some of the terms there. I like balancing everything mathematically, but that's just me, I'm sure there's other types of limits you can give yourself.

    Don't get too specific nor technical. Continuing with elite specialization ideas, lot of people love to write down every single new skill and trait, but personally I believe that's just a waste of time. In my opinion, being ambiguous and defining a role and a theme rather than writing down numbers is much more effective. If you enjoy playing with numbers, don't stop doing it, but you should give the "new thing" much more importance. Only bother going into details if you have a really good idea that is worth elaborating on, because it's very unique, helps understand the bigger picture, etc. Leave the readers some breathing space so they can imagine the rest by themselves, and then engage in the discussion by adding new ideas on top of yours. If you have a very specific idea, post a simpler version and wait until there's a discussion before posting the full version, don't just jump to it from the very beginning or no one will care. There's a lot of threads with huge balance ideas and no replies, and I'm sure many of them are really good, but no one's going to bother talking about them when there's no room for discussion.

    For example, describing masteries can be interesting if those masteries help understand the activities and the interaction with the new environments. If your masteries are just a glorified checklist of unlocks (like PoF mount masteries) then it's not worth describing them at all, just put a line somewhere stating "you unlock new mount skills through masteries" and move on.

    Don't write a giant wall of text. Assuming you want people to read your ideas, and discuss them with you. Make sure you focus on what you want to be discussed, and avoid filler, it's fine if things are short. For example, you could write a great elite specialization idea, with some pretty cool mechanics, and then describe some secondary skill or write down some numbers just because for some reason you want to add more content. What happens then is that people will skip the meat and go nitpick the secondary skills or the numbers, ignoring the core of the idea, and you will regret having gone into details because they have ruined the discussion. Typical reply example: "Your elite spec idea is bad because it's too powerful / weak". Another example is writing plot, the more you write the harder it is to get people to read the whole thing, and the easier it is to let readers nitpick dumb details over the big picture. You need to find balance.

    In one of my old ideas, I described a whole new profession, but people nitpicked on a secondary line talking about stealth detection, ignoring the rest, which was annoying as hell, but hey, that's life. That's why nowadays I keep elite specializations and other ideas short and to the point.

    Finally, go wild. It's easy to make assumptions about the game's development cycles. If two expansions include updates to a feature, everyone expects the third to include another update too. As humans we try to find patterns in everything, and then we pretend that's how things work. I was very conservative in the past, always trying to stick to what respected the original designs, but that led to dull results and lot of filler. I also restrained myself on many cool ideas "because there was no way they would make something like that" but then they did (I had ideas about something like masteries years before HoT). So now, I'm much more creative and go further with my ideas, and I don't care too much about our unwritten rules. As long as they don't break the basic design of the game, every idea can fit the game.

    You are going to find a lot of stubborn people out there, who are just going to hate on you no matter what. It happened when people gave wardrobe suggestions years ago, and it happened when people gave mount ideas as well. Lot of people were just like "no way that happens", and some even got hostile about it. Lot of people hate the idea of change, unless it comes from ArenaNet themselves, then they love it. You can't fight that kind of people, you'll have to learn to just ignore them or call them out when they're just acting like blind zealots fighting against every suggestion or idea, because the game is perfect and you're questioning that perfection with your filthy opinion. Don't let haters get to you, and develop the ideas you like.

    So yeah, that's it I guess. I don't know lol.

    Think of writing game ideas as drawing fan art or writing stories.

    @starhunter.6015 said:
    All good, really but only issue with this is Dervish uses the gods for their power. Since the gods left they would have nothing to draw from. Let alone any race not human would be/could be restricted from the class lore wise. But I do love the dervish class, we just need a way to bring it up for all races a Dervish 2.0 , maybe instead of drawing from the human gods. Dervish 2.0 could draw from the Cantha Zodiac ?

    They no longer channel gods, they just channel elements now, transforming into djinns. To be fair, in GW1 their only god-related skills were the 5 avatars, the rest of the profession was pretty much an elemental shaman.

    Thanks for the advice! I have a lot of elite ideas myself, but I tend to get stuck on details that should really be left ambiguous. Anyway, I have another question for you (or anyone who wants to give their opinion): where do you think expansion 3 will be? Like did you write the cantha expansion just because it sounds great or because that’s what you think will happen?

    HARRY! DIDYA PUT YER NAME IN DA GOBLET OF FIYAH?!

  • Lonami.2987Lonami.2987 Member ✭✭✭

    @Fenom.9457 said:

    @Lonami.2987 said:

    @hugo.4705 said:
    Golemancer!! Serpent!!! Awesome Idea but what about the new masteries? What should they add? Moutains Climbing? Swimming abilities? Fighting?

    I guess you missed the link to the wiki article :I.

    @Fenom.9457 said:
    How do you make such good edits? Like how did you actually type an entry into the wiki, and how do you make such good pictures? When I draw in the map it’s sloppy lines and the writing isn’t ornate :(

    Practice, mostly. Always loved theorycrafting and been writing stuff like this for years.

    Few tips if you want to get into this sort of pastime:

    Start with simple lists of features. For example, elite specializations would be just the new mechanic, weapon, and slot skills. I like giving them an aesthetic theme too, that makes it stand out from the core profession, but that's not really necessary. I really dislike how the official elite specializations feel so generic and bland. For example, look at Deadeye, it's just a boring guy with a rifle. Now, imagine if Deadeyes were these gambler bounty hunter guys, who use to stick around the Amnoon Casino and make bets and play dices, and the new mechanics and skills kinda reflect that aspect, so you feel you're one of them. I also like "balancing" ideas, so I don't run out of them. It's easy to make this awesome elite specialization by putting everything that is cool inside, but then you leave no room for future ideas. Instead of writing just one elite specialization idea, try writing three at a time, or try writing multiple professions at once. Right now, I have 27 solid elite specialization ideas, and they're all unique because I made sure to balance my resources so I don't run out of them. I feel like that gives them value, but isn't really necessary either.

    Personally, I love limits, and I force myself into them on purpose. I made some tables to force me to distribute resources evenly. It's a sandbox and includes redesign ideas with various personal classifications, in case you're confused by some of the terms there. I like balancing everything mathematically, but that's just me, I'm sure there's other types of limits you can give yourself.

    Don't get too specific nor technical. Continuing with elite specialization ideas, lot of people love to write down every single new skill and trait, but personally I believe that's just a waste of time. In my opinion, being ambiguous and defining a role and a theme rather than writing down numbers is much more effective. If you enjoy playing with numbers, don't stop doing it, but you should give the "new thing" much more importance. Only bother going into details if you have a really good idea that is worth elaborating on, because it's very unique, helps understand the bigger picture, etc. Leave the readers some breathing space so they can imagine the rest by themselves, and then engage in the discussion by adding new ideas on top of yours. If you have a very specific idea, post a simpler version and wait until there's a discussion before posting the full version, don't just jump to it from the very beginning or no one will care. There's a lot of threads with huge balance ideas and no replies, and I'm sure many of them are really good, but no one's going to bother talking about them when there's no room for discussion.

    For example, describing masteries can be interesting if those masteries help understand the activities and the interaction with the new environments. If your masteries are just a glorified checklist of unlocks (like PoF mount masteries) then it's not worth describing them at all, just put a line somewhere stating "you unlock new mount skills through masteries" and move on.

    Don't write a giant wall of text. Assuming you want people to read your ideas, and discuss them with you. Make sure you focus on what you want to be discussed, and avoid filler, it's fine if things are short. For example, you could write a great elite specialization idea, with some pretty cool mechanics, and then describe some secondary skill or write down some numbers just because for some reason you want to add more content. What happens then is that people will skip the meat and go nitpick the secondary skills or the numbers, ignoring the core of the idea, and you will regret having gone into details because they have ruined the discussion. Typical reply example: "Your elite spec idea is bad because it's too powerful / weak". Another example is writing plot, the more you write the harder it is to get people to read the whole thing, and the easier it is to let readers nitpick dumb details over the big picture. You need to find balance.

    In one of my old ideas, I described a whole new profession, but people nitpicked on a secondary line talking about stealth detection, ignoring the rest, which was annoying as hell, but hey, that's life. That's why nowadays I keep elite specializations and other ideas short and to the point.

    Finally, go wild. It's easy to make assumptions about the game's development cycles. If two expansions include updates to a feature, everyone expects the third to include another update too. As humans we try to find patterns in everything, and then we pretend that's how things work. I was very conservative in the past, always trying to stick to what respected the original designs, but that led to dull results and lot of filler. I also restrained myself on many cool ideas "because there was no way they would make something like that" but then they did (I had ideas about something like masteries years before HoT). So now, I'm much more creative and go further with my ideas, and I don't care too much about our unwritten rules. As long as they don't break the basic design of the game, every idea can fit the game.

    You are going to find a lot of stubborn people out there, who are just going to hate on you no matter what. It happened when people gave wardrobe suggestions years ago, and it happened when people gave mount ideas as well. Lot of people were just like "no way that happens", and some even got hostile about it. Lot of people hate the idea of change, unless it comes from ArenaNet themselves, then they love it. You can't fight that kind of people, you'll have to learn to just ignore them or call them out when they're just acting like blind zealots fighting against every suggestion or idea, because the game is perfect and you're questioning that perfection with your filthy opinion. Don't let haters get to you, and develop the ideas you like.

    So yeah, that's it I guess. I don't know lol.

    Think of writing game ideas as drawing fan art or writing stories.

    @starhunter.6015 said:
    All good, really but only issue with this is Dervish uses the gods for their power. Since the gods left they would have nothing to draw from. Let alone any race not human would be/could be restricted from the class lore wise. But I do love the dervish class, we just need a way to bring it up for all races a Dervish 2.0 , maybe instead of drawing from the human gods. Dervish 2.0 could draw from the Cantha Zodiac ?

    They no longer channel gods, they just channel elements now, transforming into djinns. To be fair, in GW1 their only god-related skills were the 5 avatars, the rest of the profession was pretty much an elemental shaman.

    Thanks for the advice! I have a lot of elite ideas myself, but I tend to get stuck on details that should really be left ambiguous. Anyway, I have another question for you (or anyone who wants to give their opinion): where do you think expansion 3 will be? Like did you write the cantha expansion just because it sounds great or because that’s what you think will happen?

    My current bet is that we will have 3 more expansions:

    • Cantha: Plot could be anything, but the Deep Sea Dragon will be involved in some way, probably with a secondary role (much like Kralkatorrik during PoF).
    • Plains of Golghein: Charr homelands east of Ascalon. Expansion plot will be a charr civil war.
    • Depths of Tyria: The 5th and final expansion, we'll deal with Jormag and Primordus at the same time. Will include parts of northern Tyria too. GW2 will probably end around here, the setting has been unable to expand properly (One of ArenaNet's mistake, we barely have any plots to work with for the future), and the engine is too old to evolve and implement new game-changing features.

    The next expansion is either Cantha or the Plains of Golghein. Everything so far points to the second. I still think Cantha should come first, because it has more "shocking power" and we need to ride the momentum of Elona. Unfortunately, PoF was sort of a flop, so there's no momentum at all (such a huge wasted opportunity, I still can't believe it). Still, I don't think a charr expansion would sell well enough. We need Cantha now, to get people interested and engaged, and then be able to sell future exotic ideas better. A charr expansion won't sell well from an aesthetic point of view, and it might even get bad press from how similar it could like to WoW's controversial Warlords of Draenor, which also featured lot of warlike elements, specially the machines.

    I also think player housing will be coming soon, and I'm not sure I like that. There's other big features they should be focusing at first, and player housing as an expansion seller won't work too well if we don't have more gameplay options established before it, so we can build the player housing idea on top of other content (kinda like WoW's garrisons). Player housing needs to have lot of minigames and secondary activities to work well, and those need to be introduced months/years in advance. For example, introduce fishing, and then expand fishing through the player housing. If they pretend to just release a better version of home instances with decorations, it will be a disaster, worse than guild halls. Player housing can't be a feature on its own, its purpose should be expanding and enriching existing features. If you mix that with a charr expansion as the third, then it's even worse, so I really hope it's Cantha next, even if I'm pretty sure at the moment it won't, and it's probably the 4th instead of the 3rd, sadly.

  • starhunter.6015starhunter.6015 Member ✭✭✭
    edited April 25, 2018

    @Lonami.2987 Oh nice I must of over looked that in PoF, So a Dervish could easily be a new Elite spec for Ele then. imo

  • shadowpass.4236shadowpass.4236 Member ✭✭✭✭
    edited April 25, 2018

    I miss Cantha pretty badly. You've done an amazing job with your writeup. If Anet actually brought Cantha to GW2, I'd be over the moon.

    My only critique is that I would rather Dervish be its own class rather than an elite specialization for elementalists. Also, ritualists were light armor as opposed to heavy. By making both of these GW1 classes into elite specializations, I feel like you'd lose out on a lot of customization and armor/weapon options.

  • what are gladiator kind of elite spec im curious

  • Lonami.2987Lonami.2987 Member ✭✭✭
    edited April 29, 2018

    @starhunter.6015 said:
    @Lonami.2987 Oh nice I must of over looked that in PoF, So a Dervish could easily be a new Elite spec for Ele then. imo

    They don't say anything about dervishes in GW2, it's something I assumed. People really overrate the dervishes' connection to the Six Gods, in truth they're just half-shaman half-priest wanderers, blessed by the gods, pretty much like every other GW1 profession (the ranger can channel Melandru, the monk can channel Dwayna, the necromancer can channel Grenth, mesmers can channel Lyssa, etc). The avatars are a secondary mechanic, flashy and impacting, but still secondary. Most of their skills are earth and wind prayers. Take that angle, and make it cover all elements, and you get a god-less dervish focusing exclusively on elemental magic instead.

    The same mistake is made with tengu and Cantha. There's always been tengu in Kryta, the Maguuma Jungle, and Southern Shiverpeaks, long before Cantha was introduced, yet people keep pretending tengu are exclusive to Cantha for some reason.

    @shadowpass.4236 said:
    I miss Cantha pretty badly. You've done an amazing job with your writeup. If Anet actually brought Cantha to GW2, I'd be over the moon.

    My only critique is that I would rather Dervish be its own class rather than an elite specialization for elementalists. Also, ritualists were light armor as opposed to heavy. By making both of these GW1 classes into elite specializations, I feel like you'd lose out on a lot of customization and armor/weapon options.

    I don't think we need more professions (from the game's perspective), but that doesn't mean I don't agree with you. I too would have preferred for elite specializations to be just "new skill unlocks" (that's pretty much what they are now anyway), and get a new profession each expansion. In fact, if you're interested, here's some 2012 ideas for four, before revenant and elite specializations were a thing:

    • Watcher: Soldier, heavy ranger theme similar to those from Lord of the Rings. Bit of martial arts. Good with swords, bows, and spears. Shamanistic connection to nature, instead of the druidic and beastmaster themes you see on the ranger. Can transform into animal spirits.
    • Ritualist: Scholar, pretty similar to GW1's ritualist, with some occult touches. Doesn't wield weapons, instead they float by his sides, moving when the ritualist moves his hands. Can use occult magic from Abaddon's minions (Flame Legion, Shiro'ken, and Margonites).
    • Duelist: Fencer-like adventurer, with time-travel and sand themes. His mechanic is the echo, two copies follow him, repeating his actions. The gameplay is about doing combos with your "delayed time" versions.
    • Priest: Soldier, combines themes from GW1's dervish and monk. Dwarven origin, runic magic, he's a religious blacksmith of sorts.

    Allowing equipping different weight of armors to all professions could be a nice addition. That way, your warrior can switch between medium and heavy armor, depending on the situation. It could also allow new weights, specially for priest/dervish, who would need some tunic-like armor badly.

    That said, even if I like the idea of elite specializations, they need to be much more than what they are now, they're pretty lackluster for the kind of upgrade they're supposed to represent. We're now in a limbo where new professions don't make sense, but elite specializations aren't doing their job at properly filling that space either.

    If you're interested, here's some redesign threads for all the core professions:

    Elementalist - Mesmer - Necromancer - Engineer - Ranger - Thief - Guardian - Revenant - Warrior

    They include ideas to redesign elite specializations too, which is the current way to go, in my opinion.

    @Wakthor Thorwak.2819 said:
    what are gladiator kind of elite spec im curious

    There's links above to the complete article, click here to read about it.

  • wait you wrote all this kitten im impressed must taken quite some time and i also like alot of ides but i wish warrior could get staff or schyte since some of those looks amazing :/

  • DragonSlayer.1087DragonSlayer.1087 Member ✭✭✭

    This sounds like Yu-Yu Hakusho. Just as long as I get to play Kurama.

  • ProtoGunner.4953ProtoGunner.4953 Member ✭✭✭✭

    Holy kitten dude, you are really into it... and you have a lot of time after reviewing your page on the wiki. Anyway, I would love to see a Cantha expansion and I still look forward to it.

  • It'll definitely be nice to revisit Cantha after all these years!! holy kittens it's been so long

  • Thornwolf.9721Thornwolf.9721 Member ✭✭✭✭

    Playable tengu.... a man can dream....

  • Badcat.7320Badcat.7320 Member ✭✭

    Cantha would be good

  • Dami.5046Dami.5046 Member ✭✭✭✭

    Nothing but love for Cantha. Nice thread.

  • Lonami.2987Lonami.2987 Member ✭✭✭
    edited July 2, 2018

    @ProtoGunner.4953 said:
    Holy kitten dude, you are really into it... and you have a lot of time after reviewing your page on the wiki. Anyway, I would love to see a Cantha expansion and I still look forward to it.

    Raid LFG waits are incredibly long =).

    @Nash.3974 said:
    I really love this draft @Lonami.2987 and don’t get me wrong, but to be honest I don’t get your elite spec ideas… they don’t seem to fit the Canthan theme at all.

    I mean of course assassin for example fits perfectly but greatsword really? I‘d rather see a sword off hand for thieves(assassins) to synergize with sword main hand getting either stances or meditations as utilities.

    Also ritualist shouldnt be a spec for revenant, the purpose of running a support/heal build doesn’t work with core revenant much, even though we have Ventari.
    I‘d rather see an offensive elite spec for rev something like invoke the power of the legendary envoy ’Courier Torivos’ getting axe as main hand weapon (I think that works perfect with the Canthan theme and with the revenant in general, also it would be super fun to have shiro and torivos in the same build).

    Also I feel like the ritualist himself has way too many mechanics to be put in an elite spec.
    If it’s gonna make a comeback, it definitely should be an own class, even if it’s highly unlikely but all the mechanics the ritualist has can’t be but into one elite spec (you have ashes, weapon spells, spirits, offensive/defensive(heal) spells, corruptions etc.).

    I do agree with the dervish not necessarily being bound to Elona, but I also don’t think it represents Cantha well.
    In fact djinns have nothing to do at all with Cantha.

    The description of the gladiator doesn’t fit a gladiator imo, a gladiator isn’t a magician, but mantras and tridents make the spec magicianish. Maybe give the warrior a spear or melee staff instead.

    I btw love the idea of having serpents as mounts, that’s just genius

    And also one more complaint, why no shing jea isles in the xpac qqqq...
    My fav part of entire guild wars 1. The very least that should happen with it is the monastery being a city or a pass similar to the lily of the elon etc. (just bigger).

    Half the elite specializations aren't even Canthan to begin with, they're foreigners from exotic lands, coming to the tournament. Explained in the wiki page with some lore tidbits.

    The purpose of greatsword is just a ninja-style two-handed sword, with parrying and cleaving strikes. I don't like using already available weapons for elite specs, thief's sword off-hand should become available through an update to the core profession.

    Obviously, the ritualist elite spec will be a shadow of its former self. In this case, I'd focus on the spirit master role, which was the most enjoyable, and the profession's trademark signature. But yeah, I wish revenant had been more like the ritualist from the very beginning.

    Shing Jea Island for the Living World. The Monastery itself could become a raid too. Haven't thought too much about LW and raids, but here's a draft:


    Living World Season 5: Bells of Harvest

    I haven't thought about what to do next yet. I have multiple ideas, but I'll stick with this one:

    The tournament was a deception. The true intentions of the emperor, who is none other than Usoku himself, turned immortal, is to harvest the souls of the foreign heroes, and use them for something sinister. Later on, that something is revealed to be the Deep Sea Dragon, being controlled by the Empire as a superweapon of sorts. They used his powers to crush the other nations of Cantha, and to achieve eternal youth. The dragon is busy feeding on Cantha's ambient magic, semi-dormant, but the latest events in Tyria have altered the flow of magic, and his minions have started to pop around.

    In the expansion finale, the player's team managed to enter the final phase of the competition, together with 7 other teams. There's a ceremony at the Imperial City, and the "real tournament" starts. LW5 covers this final phase of the tournament, together with some other events.

    • Red Marshes: The first match is against a group of tengu you've already met during the expansion storyline. You win. In their dying breath, their leader says they failed their secret mission, and gives you some hints about what's really going on, trying to convince you to investigate. Their leader tells you to visit an out of limits desert area in northeastern Cantha, where you find dozens of slave camps, full of multiple races. There you meet them again, and it's revealed they weren't a team, but a single tengu mesmer (the racial tengu mentor), and he survived the encounter. You wreak havoc in Kahnmaatu Stronghold, and free some of the prisoners. The tengu mesmer joins your group, but even him doesn't know what's really going on, only that the emperor is Usoku, and that he has achieved immortality through some sinister means. He will help you win the tournament so you can get close to the emperor and capture him. Some of the prisoners are Canthan tengu, and they speak of a hidden village.
    • Valley of the Wind: You win the second match, and enter the finals. You receive news from the tengu mesmer, and travel to some mountains east of the Jade Sea. There you find a hidden village of tengu and other races, the last free survivors of the imperial purges. To find the truth, you will have to climb the mountain and reach Kaziin Monastery, where you'll meet Suun, the true Oracle of the Mists, thought dead, in truth having escaped from the empire. There you confirm your suspicions, where some of the foes you previously met in the Jade Sea could have a dragon origin. A team of largos you met before, who quit the tournament halfway through, has somehow followed you, and they declare they will kill the Deep Sea Dragon, no matter the consequences.
    • Harvest Temple: You lose the final match against another team. The winner could be any familiar face, Braham's team being a good option. Nevertheless, the tengu mesmer joins your team and helps you infiltrate the harvest ceremony, but you arrive too late. The largos team reveals himself again, and sabotages the ceremony. The Harvest Temple explodes, creating a vortex of floating islands and dragon minions, leaving us a zone similar to Bloodstone Fen. This isn't what was supposed to happen, and Usoku retreats while we try to stop the dragon minions. Once we're done, the largos disappear.
    • Rijeka Delta: Dragon minions are spawning all over the continent. The emperor has the key to stop this, and we begin gathering rebel forces to dethrone him. The Rijeka river connects Echovald Forest to the sea, running through a hard to navigate valley, full of cliffs and precipices. Dinfang Harbor lies by the sea, protected by Fort Kitah. The rebel troops want to use the valley to reach the port and steal some ships for the assault on Shing Jea, where the Ministry of Purity keeps most of their forces.
    • Shing Jea Island: Using the stolen ships, the assault on Shing Jea begins. The monastery, once a place of knowledge, is now one of the empire's biggest strongholds, controlling the seas of Cantha with an iron fist. With the island in rebel hands, the fleet can move safely against the imperial palace.
    • Usoku Palace: Next to the Imperial City, the palace grounds are almost as big as the city itself. The Deep Sea Dragon is nested here, at the heart of the palace, trying to free himself. The immortal soldiers of the Ministry of Purity defend the palace, and every now and then waves of dragon minions crawl from the sewers and try to break free their master. We fight and capture the emperor, but we don't arrive in time to put him back to sleep. Instead, the largos appear and kill it. The whole immortal army dies screaming, their source of power gone. The magic has nowhere to go, with Aurene back in Tyria, still injured from her fight against Kralkatorrik, and it spirals out of control.

    That would be it. The dragons wouldn't be a problem anymore in the next expansion, and the races of Tyria would start to turn against each other, using the newfound magic powers. The first would be Bangar Ruinbringer, imperator of the Blood Legion, who would subdue the Flame Legion remnants, and ally with other races to conquer the other charr legions and exterminate the lesser races. Our goal in the 4th expansion would be to stop Bangar's charr civil war before it turns into a world war, and find the five bloodstones, to seal magic again before the mortal races destroy each other.


    Raids

    • Imperial Apothecarium: Strange things are happening deep below the surface of Kaineng Center. Mutants and monsters are starting to appear in the Undercity, some even reaching the surface. Find where they are coming from, and stop the ministry's a clandestine dragon magic operation.
    • The Deep: Dragon minions are crawling from under the jade. Find a way to collapse the tunnels and hold them back. Demons are still around too, and you might need to make a pact with them.
    • Urgoz's Warren: Kurzick tree singers are trying to claim the powers of the ancient forest spirits to help them in their battle against the imperial forces. The ministry and the wardens won't allow it.
    • Shing Jea Monastery: The island is in rebel hands, but the elite soldiers of the Ministry of Purity still control the monastery, barricading themselves and consuming dragon magic to become stronger. Among them is their supreme leader, Ecclesiate Xun Rao, and ancient creature posing as a human.

    Fractals of the Mist

    • Sanctum Cay Fractal: Fight alongside Krytans and tengu against the risen, and witness the foundation of the tengu city of Dominion of Winds.
    • Harvest Temple Fractal: Follow Vizu and fight demons and other horrors as you climb Harvest Temple, facing Shiro Tagachi at the top.
    • Minister Wona's Estate Fractal: Fight alongside Master Togo and Talon Silverwing against those trying to sabotage the Tengu Accords.
    • Tahnnakai Temple Fractal: Fight alongside Minister Reiko Murakami against the afflicted and witness the birth of the Ministry of Purity.

    Still a work in progress, and I'm not sure I'll bother to complete it anyway.

  • hugo.4705hugo.4705 Member ✭✭✭✭
    edited June 18, 2018

    All those ideas seems pretty cool , but I don't want to have some nice content locked behind raid like the Undercity, I'm not fan of raid and I will never be, for me raid maps are so huge that they could be perfectly converted into solo-able dungeon, with this setting, everyone would enjoy their maps and rewards. After 5 years and a full map completion, only a few parts are remaining undiscovered: The raid ones. All rewards should be centered on the three main modes: PvE - PvP - McM, each one with the same reward but with a different manner to obtain them. I would be really disappointed if elite designed content (I mean top notch: great story, map design and so on) be locked behind a mode that only a minority (or a lot of players, I dunno) do, I don't want to became an Elite and force myself into a concept I don't like to unlock this content!
    Instead of raids it would be far more rewarding to have side-story long dungeons which have to be done solo and give the raid rewards.
    Don't get me wrong, if you enjoy raids, that's great for you, that's my opinion since I prefer fractals.
    But the undercity sound more like a Meta event or a side-map like the crown pavilion for divinity reach.

    +++In creative mood. New Engie Elite spec' , Housing , New asuran expansion , Designing a new lounge , New GameMode
    +++NEW: AEP Asuran Expansion Project available on WIKI.
    +++New: GEM GW2 Exploration Map: Discover unusual places around tyria: Here (OSM map)

  • Lonami.2987Lonami.2987 Member ✭✭✭

    @hugo.4705 said:
    All those ideas seems pretty cool , but I don't want to have some nice content locked behind raid like the Undercity, I'm not fan of raid and I will never be, for me raid maps are so huge that they could be perfectly converted into solo-able dungeon, with this setting, everyone would enjoy their maps and rewards. After 5 years and a full map completion, only a few parts are remaining undiscovered: The raid ones. All rewards should be centered on the three main modes: PvE - PvP - McM, each one with the same reward but with a different manner to obtain them. I would be really disappointed if elite designed content (I mean top notch: great story, map design and so on) be locked behind a mode that only a minority (or a lot of players, I dunno) do, I don't want to became an Elite and force myself into a concept I don't like to unlock this content!
    Instead of raids it would be far more rewarding to have side-story long dungeons which have to be done solo and give the raid rewards.
    Don't get me wrong, if you enjoy raids, that's great for you, that's my opinion since I prefer fractals.
    But the undercity sound more like a Meta event or a side-map like the crown pavilion for divinity reach.

    The Undercity is already a pivotal part of Kaineng Center. The raid is another section of it, outside the zone boundary. Like, much more deeper into the sewers. The fractals should cover 5-man instanced PvE.

    I too would love to see dungeons or something similar back, but I don't think this expansion would be the right one to do so.

  • I really admire all your hard work , thank you for being brave and sharing your ideas!

  • Lonami.2987Lonami.2987 Member ✭✭✭

    @serenitycat.4623 said:
    I really admire all your hard work , thank you for being brave and sharing your ideas!

    Nothing brave about it lol, and anyway, what's the point of keeping them for myself? I love discussion, and these ideas are but an excuse to start one.

    Glad you liked them =).

  • kito.1827kito.1827 Member ✭✭
    edited October 10, 2018

    @Lonami.2987 WOW..... stunning. your effort leaves me speechless. i'm applauding IRL

    you need to put the music-link on top of your OP btw

  • This may be a bit old, but I really do appreciate how this answers the dilemma of Tengu having no starting area, a very common problem asked when talking about the idea of Tengus as a playable race. I do love this concept as a whole, and I really want to commend OP for the sheer amount of effort they put into making this wiki page for it. Amazing, fantastic work, I hope even now you're proud of it.

    I do agree the premise seems rather week, but for a fan-thing just for fun its amazingly well-done and well-thought out. I'll admit the concept of vials as a weapon feels a bit meh to me, but at the least, I'd love to see how it'd work hypothetically in-game before I made a judgment. I'll admit since the new weapons are things we've never seen in GW2 its a bit hard to get excited about Elite Specializations getting them because as a reader I don't know how they play for others, thus making it a little hard to be excited for than compared to, lets say, Reavers getting Hammers. But maybe that's nitpicky.

    If nothing else, I'll never not be impressed by the effort put into this. Great work!

  • Aplethoraof.2643Aplethoraof.2643 Member ✭✭✭
    edited February 14, 2019

    @starhunter.6015 said:
    All good, really but only issue with this is Dervish uses the gods for their power. Since the gods left they would have nothing to draw from. Let alone any race not human would be/could be restricted from the class lore wise. But I do love the dervish class, we just need a way to bring it up for all races a Dervish 2.0 , maybe instead of drawing from the human gods. Dervish 2.0 could draw from the Cantha Zodiac ?

    That isn't true. Awakened are not human, and have Dervishes among their number.

    And if you want to dig deeper, GW1 had:
    Minotaur Dervishes
    Elemental Dervishes
    Demon Dervishes
    Destroyer Dervishes
    Golem Dervishes
    Undead Dervishes

    Not to mention, any of your heroes could be Dervishes. That means, we have at-least one Charr Dervish, Centaur Dervish, Asuran Dervish, Dwarf Dervish, and Norn Dervish. And M.O.X was another Golem Dervish, at that.

    Added to that, no-where was it mentioned in either the manual or flavour text that only humans could be Dervishes (as that would contradict the game).

    Dunno where people get their lore, but it definitely doesn't hold up in the game itself.

    Do you want a balanced GW2? Then you are obliged to unironically agree with this suggestion!

  • @Aplethoraof.2643 said:

    @starhunter.6015 said:
    All good, really but only issue with this is Dervish uses the gods for their power. Since the gods left they would have nothing to draw from. Let alone any race not human would be/could be restricted from the class lore wise. But I do love the dervish class, we just need a way to bring it up for all races a Dervish 2.0 , maybe instead of drawing from the human gods. Dervish 2.0 could draw from the Cantha Zodiac ?

    That isn't true. Awakened are not human, and have Dervishes among their number.

    And if you want to dig deeper, GW1 had:
    Minotaur Dervishes
    Elemental Dervishes
    Demon Dervishes
    Destroyer Dervishes
    Golem Dervishes
    Undead Dervishes

    Not to mention, any of your heroes could be Dervishes. That means, we have at-least one Charr Dervish, Centaur Dervish, Asuran Dervish, Dwarf Dervish, and Norn Dervish. And M.O.X was another Golem Dervish, at that.

    Added to that, no-where was it mentioned in either the manual or flavour text that only humans could be Dervishes (as that would contradict the game).

    Dunno where people get their lore, but it definitely doesn't hold up in the game itself.

    The wiki for starters and this in game description "Bolstered by the blessings of the gods, these holy warriors reap the benefits of multiple Enchantments. With a sharpened scythe, the Dervish can unleash a whirlwind of destruction."
    An I said any race NOT human would be restricted lore wise, as for GW1 the reason is simply for game play. Also Awakened are considered human, they started as human and still think and function as human.

  • Aplethoraof.2643Aplethoraof.2643 Member ✭✭✭
    edited February 14, 2019

    @starhunter.6015 said:

    @Aplethoraof.2643 said:

    @starhunter.6015 said:
    All good, really but only issue with this is Dervish uses the gods for their power. Since the gods left they would have nothing to draw from. Let alone any race not human would be/could be restricted from the class lore wise. But I do love the dervish class, we just need a way to bring it up for all races a Dervish 2.0 , maybe instead of drawing from the human gods. Dervish 2.0 could draw from the Cantha Zodiac ?

    That isn't true. Awakened are not human, and have Dervishes among their number.

    And if you want to dig deeper, GW1 had:
    Minotaur Dervishes
    Elemental Dervishes
    Demon Dervishes
    Destroyer Dervishes
    Golem Dervishes
    Undead Dervishes

    Not to mention, any of your heroes could be Dervishes. That means, we have at-least one Charr Dervish, Centaur Dervish, Asuran Dervish, Dwarf Dervish, and Norn Dervish. And M.O.X was another Golem Dervish, at that.

    Added to that, no-where was it mentioned in either the manual or flavour text that only humans could be Dervishes (as that would contradict the game).

    Dunno where people get their lore, but it definitely doesn't hold up in the game itself.

    The wiki for starters and this in game description "Bolstered by the blessings of the gods, these holy warriors reap the benefits of multiple Enchantments. With a sharpened scythe, the Dervish can unleash a whirlwind of destruction."
    An I said any race NOT human would be restricted lore wise, as for GW1 the reason is simply for game play. Also Awakened are considered human, they started as human and still think and function as human.

    What is the lore for? It provides context for the gameplay. "For gameplay" doesn't work, these are creatures who's MAIN PROFESSION is Dervish. Like it or not, they are Dervishes. All the heroes, minus Razah and M.O.X. are also Main Profession Dervishes. If you think main profession matters in this case, which it doesn't. Jora and Vexx can use the magic? Then they can be Dervishes (and they certainly can).

    Also, the wiki and the in-game description (and the manual) never say "only humans can be dervishes" or anything of the effect. It sounds like you are embelleshing?

    If you are willing to do mental gymnastics, I can't argue with that. Anything is possible in your own head. Grass could be blue!

    Do you want a balanced GW2? Then you are obliged to unironically agree with this suggestion!

  • Mikali.9651Mikali.9651 Member ✭✭✭
    edited February 14, 2019

    I like most of the ideas, but elite specs are totally missed.

    Ranger should have a hammer, and go bunny thumper style, with dazes and high attack speed DPS.

    Warrior should have a spear, and be Paragon, getting mid-range weapon and chants for a more supportive role (we already have a "fighter" spec)

    Revenant you guessed right, they should be Ritualists, and get both Scepter and Focus item, because not a single main or off-hand weapon atm has any good support skill IMO.

    Guardians should get the Tank elite spec, and not be dependent on AI, they are clunky, most of the time not responsive enough. Greataxe I welcome.

    I like your Mesmer idea, using "mesmerizing" melody for both support and torturing, but not with a shortbow, I would introduce Lute as a weapon or give them Warhorn.

    Necromancers are alright, not sure with pistols though.

    Engineer is a fun idea :)

    Ele also didn't even think about Djinns and Scythe for it! Very good concept.

    The assassin with the greatsword? A big no, unless they make it into a big-kitten one-hand weapon. I actually would like to play a profession that only wields a sword in the one hand, like a typical sword.

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