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[Expansions 3, 4, and 5] Ideas for 27 new elite specializations


Lonami.2987

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This is the full list of my 27 elite specialization ideas, three whole generations designed for three distinct expansions.

You can read about the first expansion idea here: Guild Wars 2: The Celestial Tournament - Cantha expansion idea. The other two aren't ready yet, but the elite specializations have been for some time, so I figured I'd post them already, since I don't know if I'll ever get to finish the other two expansion ideas, and some people were genuinely interested in knowing more about these.

I developed these 27 elite specializations at the same time, to make sure I didn't spend too many cool things in one, leaving no room for future additions. Their mechanic, weapon, and slot skill choices are balanced as well, since I wanted to guarantee the resources are used evenly. The description for each one is pretty short, I don't want to delve into specifics and leave some room for imagination. Once the basic idea was finished, I also put emphasis on giving each one a theme, matching one of the expansion settings, since I feel the lack of themes is one of the biggest flaws of the official elite specializations.

Note that these elite specialization ideas include new weapon type ideas as well.


Third expansion - Cantha

My plot for the Canthan expansion, as linked above, is that of a tournament. Five of the elite specializations are Canthan themed, and the other four are based on foreigners attending the competition. I had to do this in part because this is the expansion where I introduce the new weapon types, and needed to make sure enough of them were introduced now and here.

  • Elementalist - Dervish: The dervish arts of Elona were thought lost since long ago, but they have seen a resurgence after Palawa Joko's defeat. With the Six Human Gods gone, they have now turned back to their original roots, focusing exclusively on elemental magic. Their main ability is the transformation into djinn avatars, and their weapon of choice is the scythe, followed by wells to replace their now cast aside divine prayers. Holding strong at close combat, their newly acquired skills should not be underestimated.
  • Mesmer - Redemptor: Music is a primordial aspect of Kurzick culture, and it is no surprise to see it turned into a weapon in the hands of the mesmers of Echovald Forest. Casting shattering away, they wield various musical instruments in combat, giving support and healing to allies, all while torturing their enemies as well. They wield shortbows in battle, using its string as another musical instrument, and firing homing arrows against their targets. They can use their sweet singing voice to shout too, further increasing their control over the battlefield.
  • Necromancer - Apothecary: The afflicted plague that once razed Cantha marked its people like no other calamity since the Jade Wind itself. There were those, however, who saw it as a weapon, to be wielded by the right hands. Many plagues have been concocted since then, deep in the tunnels of the Undercity. These necromancers forgo their shroud in exchange of a belt hosting a wide array of plague bombs. Wielding pistols in both hands, and drinking elixirs to infuse their bodies with all kind of toxins, they are a danger to both themselves and anyone who opposes them.
  • Engineer - Golemancer: The joint efforts of the Pact, together with salvaged technology from Rata Novus, have lead to quick advancements in golemancy, the likes never seen before. Skilled engineers can now operate in combat driving a new generation of golem suits, wholly compatible with all kind of classic kit upgrades, thanks to their weaponized dynamic wrist rotation. Their weapon of choice is the focus, complemented by multi-purpose glyphs, adapted for both normal and in-suit usage. This tournament of bookahs will prove the superiority of asuran magitech once and for all.
  • Ranger - Reaver: The nomadic Luxon from the Jade Sea are constantly adapting to their hazardous homeland in order to survive. Their rangers scout the everchanging landscape, accompanied by a swarm of smaller pets instead of individual companions. Stone Crabs, Sea Snakes, or even exotic creatures like Pocket Raptors and Pygmy Moas qualify for swarm training. They are trained to wield spears in both hands, using them in both close and ranged combat. They make extensive use of various venoms, applying them to both their weapons and their swarms.
  • Thief - Assassin: Canthan culture is famous for many things, but the most shocking has to be their tolerance for paid murder. Death by unnatural causes is commonplace, and assassination is a refined art. Stealing is a petty maneuver when you can just gear yourself with all sort of deadly murder tools, like chains, claws, blowpipes, and more. When these tools are not enough, greatswords can finish the job quickly. Practicing combat stances since they are born, assassins are the most dangerous foe one can face in the southern continent.
  • Guardian - Forgemaster: The tournament has gathered an incredible host of heroes from all over the world, displaying exotic arts never seen before. Such is the way of the forge mastery, an ancient jotun technique. Summoning whole armories of weapons from their spirit forges, forgemasters are walking armies of floating weapons, handling multiple enemies at once with ease. They wield greataxes in battle, combined with various stances to position and control the formations of their floating weapons by their sides.
  • Revenant - Ritualist: The lands of Cantha are famous for their deep connection to the Mists, and the birthplace of the ritualist arts. Sharing that same connection, it is natural for revenants to follow in their path. These new teachings let them summon spirits connected to each of their legendary stances, strengthening their connection to each legend and its powers. Their weapon of choice is the scepter, and they have also learned to invoke the power of the legendary ritualist, Master Togo, summoning ashes to support their allies.
  • Warrior - Gladiator: What would be a tournament without some good old gladiatorial spectacle? Accompanied by bloodthirsty pit beasts equipped with forged combat armor from the fangs to the tail, the Zaishen warriors know the true meaning of every violent word spoken by man or god alike. They carry tridents into battle, with which they can hold their prey for their pets to feast on. Their faith on the god of war has only gotten stronger since his demise, and their mantras still echo the fiery power of the fallen god.

Fourth expansion - Plains of Golghein

The fourth expansion would lead us into a charr civil war, with the Blood Legion imperator Bangar Ruinbringer getting control of the remaining Flame Legion and rebelling against Ash and Iron Legions. Eight of these elite specializations are based on charr themes, two for each legion, and the ninth is based on Ascalonian culture.

  • Elementalist - Shaman: Under orders of the Supreme Imperator, the Flame Legion has started training their elementalists for all-out war. A shaman is always accompanied by an elementally-attuned effigy, a loyal pet that will serve as his bodyguard, crushing their enemies in close combat while his master focuses on the battlefield. They wield longbows into battle, using them to transform their elemental magic into a rain of death against their enemies. They support the front lines by summoning turret-like totems, which spread blessings to their allies and curses to their enemies.
  • Mesmer - Bladedancer: The mesmers of the Ash Legion are expert duelists. They move too fast for their illusions to keep track, so they have no use for shattering abilities. Leaving copies of themselves behind, they choose to replicate the weapons they are wielding, summoning illusory weapons instead, which are thrown against the enemy in a whirlwind of illusory fury. Bladedancers dance across the battlefield, mercilessly cutting down their enemies with their daggers. To top it off, they impregnate their blades with hallucinogenic venoms, sealing the fate of their victims.
  • Necromancer - Necrophage: The Blood Legion has resurrected their darkest banned ancient art, too terrible for even the Flame Legion to use. Necrophages feast on their enemies, harvesting their blood and flesh. Instead of channeling their powers into a shroud, they use them to rear their own fleshreaver servant, from youth to adulthood. This process creates a repugnant parent-children link between both, securing the loyalty of the demon. They wield greataxes to butcher their enemies efficiently, and chant mantras during their ritual sacrifices.
  • Engineer - Technopriest: The most closely kept secret of the Black Citadel, technopriests are religious zealots devoted to technology, revering all things machine as part of a greater purpose. They embrace dangerous techniques, like kit fusion, and wield scythes, usually geared with chainsaw blades. Their devotion to progress manifests through mantras, revering their dark gods. As long as their questionable methods keep yielding results, the black sheep of the Iron Legion will be allowed to run wild; far away from the public eye, of course. Charr need no gods, after all.
  • Ranger - Bloodhound: The rangers of the Blood Legion are a disciplined force of hunters, trained to strike down any target, be them beasts, enemy soldiers, or siege engines. Their pets undergo a special combat training, letting their masters deploy both pets at once, increasing their efficiency far above that of a normal ranger. Wielding crossbows into battle, they strike down their enemies from a safe distance, under the cover of various deception skills. The plains remain untamed, even after centuries of charr occupation, and only the best can hunt there and return alive.
  • Thief - Changeling: The elite unit of the Ash Legion, changelings use secret ooze-based alchemy to blend with the shadows. They throw potions filled with their mysterious goo at the ground, creating pools of darkness, which they can merge with to either take shelter or teleport to different pools. This goo can be attached to an enemy's shadow as well, creating a mobile pool, and letting the changeling stalk and surprise attack said enemy. They wield a vial and various elixirs in battle, filled with beverages they can either drink or throw.
  • Guardian - Stormcaller: In times of need, every able soldier is conscripted for war, and the ghosts that haunt Ascalon are no exception. Stormcallers use forbidden magic to control and weaponize those cursed by the Foefire, summoning the ghostly army to their side. They honor the legacy of their name by wielding a warhorn into battle, using magic much like the one once used to defeat the charr in Rin, and summon ancient banners, rallying their ghostly companions around them. Be careful, though. The pact is tenuous, and the ghosts will not be fooled forever.
  • Revenant - Hierophant: The elders of the charr can borrow powers from the Mists, storing them into relics. These artifacts, each legend having one of its own, float besides them in battle, amplifying their magical capabilities. Hierophants wield spears in combat, impaling their targets from the distance. Their legend of choice is Imperator Bonfaaz Burntfur, one of the biggest heroes of the charr, revered by all legions. Using titan magic, he summoned the Searing that destroyed Ascalon, giving the charr their first victory after centuries of defeats against the humans.
  • Warrior - Dreadnought: Walking siege engines, dreadnoughts represent the pride and prestige of the Iron legion. Armed to the teeth, these soldiers carry heavy weapon kits into battle, deploying the likes of machine guns, heavy flamethrowers, or energy cannons, letting them sacrifice speed and mobility in exchange of additional firepower. Aside from their kit equipment, they are trained to use pistols in close combat, and carry a stack of mine traps, which they can place across the battlefield or to fortify their position.

Fifth expansion - Depths of Tyria

The fifth and final expansion deals with Jormag and Primordus, leading us north and underground. We have to look for clues as to how the dragons were defeated the previous time, so these elite specializations are based on the five ancient races. Two are based on dwarf, mursaat, forgotten, and jotun themes, and a single one is based on seer themes.

  • Elementalist - Monk: The monk arts disappeared from Tyrian society long ago, but the dwarves kept their oldest incarnation intact, improving it over the last two centuries. The peaceful figure of the past is gone, replaced by a stalwart chaplain fighting beside his brothers at the front lines, keeping them all alive as the battle goes on. Monks carry floating hammers by their side, consuming them to channel their healing powers. Their weapon of choice is the mace, wielded in both hands, and their classic prayers are now channeled through mantras.
  • Mesmer - Inquisitor: The high-ranking mesmers of the White Mantle were some of the most formidable foes Kryta ever faced, but they are no more, and their abilities now belong to the Shining Blade. Inquisitors wield these powers, letting them alter reality and turn the environment upside down into a deadly weapon. They wield rifles in battle, giving them the safe distance the zealots so often disregarded. They can manipulate their surroundings further, drawing pieces of debris from it to build constructs and send them to attack their enemies.
  • Necromancer - Swarmhost: The long-dead insectoid seers were able to communicate and coexist with multiple invertebrate creatures, going as far as to form a symbiotic relationship with them, whole colonies crawling under their skin. Swarmhosts follow their teachings, leading swarms of insects into battle, taking their classic role of minion mastery much further. They wield crossbows in combat, designed to immobilize their targets and leave them ripe for swarm consumption, and can increase their joint effectiveness by applying various venoms to both their bolts and their minions.
  • Engineer - Occultist: Many ancient civilizations were lost to time, their ruins and artifacts the only reminder of their existence. Some left dangerous technologies behind, locked gates that should not be opened by mortal hands. The most daring engineers, calling themselves occultists, dig the depths looking for these haunted treasures, and combine them into a sentient mechanical construct, called the gatekeeper, hosting powers beyond mortal comprehension. They command their otherworldly pet with a staff, and use stances to direct it further.
  • Ranger - Botanist: Unbeknownst to many, the jotun were great gardeners. Millennia ago, when the Elder Dragons first rose, they rushed to save and catalog multiple species of plants and animals, keeping them safe until the dragons went into sleep once again. Deep underground, they developed magic to grow them strong and healthy. Botanists carry with them a seed pouch full of magic plants, which they can throw and see hatch almost immediately. They use vials to nurture their seedlings, and summon wells to grow entire gardens out of thin air.
  • Thief - Spiritbinder: The surviving bandits and zealots of the White Mantle chase no money or goods, only souls. Using ancient mursaat and seer magic, spiritbinders carry floating bloodstone shards in combat, trapping the spirits of their enemies inside, to then blow them to pieces with their maces and consume the resultant magical reaction; all while chanting demonic mantras to celebrate their heresy. The mursaat may be long gone, but the faith of their most ardent followers will never die, as long as their corrupted hearts still beat.
  • Guardian - Paragon: The original Elonian arts of the paragon were lost to time after Palawa Joko's ascent. However, newfound forgotten relics may pave the way for a glorious return. Paragons channel guardian powers with a blaze of fury, temporarily ascending and transforming into a winged flaming avatar of wrath, striking fear into the enemies of everything that is pure. They carry tridents in combat, cleaving their enemies in half with every strike, and channel their remaining fury through wells of light, supporting their allies and consuming their enemies.
  • Revenant - Stargazer: The jotun had an extensive knowledge of astrology during the ancient times. Their sages watched the skies, trying to foresee future events, including the rise of the Elder Dragons. Stargazers can channel the magic of the stars, becoming one with the sky to temporarily upgrade their weapon skills. Their weapon of choice is the greatsword, used to open rifts between the worlds. They commune with the Spirits of the Wild by channeling the power of Asgeir Dragonrender, the legendary norn hero who faced Jormag and survived to tell the tale.
  • Warrior - Thunderlord: Once upon a time, the greatest warriors among the dwarves commanded the powers of the mountain against their enemies. Blessed by their ancient gods, they built the dwarven fortress of Thunderhead Keep, beginning a new era of prosperity for the dwarven race. Thunderlords mark the ground with runic magic, attracting storms to strike their runes and any fools nearby. They wield scepters in combat, using them as lightning rods to further channel the storm. They never go into battle without a good barrel of elixirs, more potent than common ale.

Well, that's it! Hope you liked them, and if you have any feedback or questions, feel free to post them here =).

Same thread at reddit.


Same elite spec ideas, in the context of a redesign:

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

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I think Dervish would be more appropriate for a Guardian. Since lore wise the Dervish can no longer exist the Guardians could learn how to use the scythe from forgotten texts and instead of using power granted by the gods they'd use their own form of magic instead or a Revenant since they could use the spirit of a former sunspear.

Arcane trickster mentioned above sounds like a great idea for an ele.

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@"Drakz.7051" said:I think Dervish would be more appropriate for a Guardian. Since lore wise the Dervish can no longer exist the Guardians could learn how to use the scythe from forgotten texts and instead of using power granted by the gods they'd use their own form of magic instead or a Revenant since they could use the spirit of a former sunspear.

Arcane trickster mentioned above sounds like a great idea for an ele.

Trickster has a certain "thief" ring about it. And arcane-focused specialization should be more wizardly IMO, though that's not quite fitting for the elementalist either. Much better than monk, however.

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I liked most of the ideas for new elite specs. Some were a little off putting like the ele ones mentioned ( with the exception of the summoner centric one). But the best part about this was the lore and clip of back story for each new spec. If anet could manage to do the same in the future I think that would increase people's interest to play other professions. After reading a few of these professions alone im already professions i dont normally play.

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The game wont last this many more expansions imo. I think we will likely see one more expansion before they start (if they havent already done so...) on Guild Wars 3. The problem will be with just how poorly thought out many aspects of Guild Wars 2 has been that i dont think Guild Wars 3 would be able to pull in as many people as Guild Wars 2 did. It would take weeks, if not months after release for those burned by Anets decisions in the past to possibly be tempted back.

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I have to say for my opinion are most of these ideas nonsense sadly and don't like them, because they are either based on the core class and theme completely unfitting, have terrible names, partwise totaly unfitting names, or have absolutely no chance at all to ever see the day of light like Paragon and Dervish - when will people stop it about these two. Paragon is nothign but just everythign what the Guardian already is, the GW1 version absolutely offers nothing at all, what the Warrior, nor the Guardian already provide in a superior way!Just some examples of your very weird ideas ...:

Occultists as Engineer E Spec... Do you even know, what an Occultist is??Just in case you dont't, a Necromancer is an Occultist, a Ritualist is an Occultist, but absolutely not in any way, shape or form ever an Engineer.Occultism has to do with blood, death, spirits, souls, rituals, demons, curses and hexes, dark magic so to say and is not anything that has to do with technology and engineering...

Thieves and Soulbinders..eh what?? since when have thieves powers to bind soukls, which is basically what Necromancers do ... if at all, or a Ritualist does/did back in GW1..

Technopriest, ..makes as name absolutely no sense and sounds totally terrible .. Technomancer in fact makes more sense !! Thats the correct fantasy term for such a kind of class!

Inquisitor makes for mesmer absolutely no sense, for a Guardian Spec maybe..cause an Inquisitor is no illusionist or so of any kind of form.. an Inqusitor is comparable with a Sentinel, like some kind of law enforcer who hunts down people for heresy performing blasphemism in front of others, and back in history, when the church has had more power to the point, that the teachings of the church were seen like "everybodies highest law" to serve under those holy rules, the curch used its inquisitors to make sure, that this situation stays so and punish everybody for their disbeliefs..until the church came somewhen finally back to senses, that you cant punish people for it, only because they dont beleive in god, or have an other religion ...https://en.wikipedia.org/wiki/Inquisitor
The closest alternative definition and term for Inquisitor is basically the Seeker as a class/spec name, which is in essence why I was strongly for it, that Dragonhunters should have been renamed into either Inquisitors or better even Seekers, due to these terms fitting much better to the overall gameplay and themse design of this Elite Spec ...

To come to an end, if I would have made a topic like yours, I think I would have come up rather with a better fitting list concept like this. (with rev being redesigned) and certain earlier E-Specs getting renamed/changed)

Expansion:-----------------3 (Land of the Dragons)-----4 (Wars of Demons and Gods)---- 5 (Age of Utopia)Warrior:--------------------Gladiator (Staff)----------------Berserker (Greataxe)-------------Legionnaire (Greatshield)Guardian:------------------Patron (Warhorn)-------------Warden (Greatshield)-------------Seeker (Whip)Revenant (Ritualist)-----Soulbinder (Whip)------------Mystic (Scepter)--------------------Oracle (Focus)Engineer:-------------------Alchemist (Axe)---------------Technomancer (Staff)------------Forgemaster (Mace)Ranger:---------------------Beastlord (Whip)--------------Shaman (Scepter)-----------------Forager (Greataxe)Thief:------------------------Assassin (Chakram)----------Rogue (Longbow)------------------Saboteur (Torch)Elementalist:---------------Summoner (Chakram)------Bender(Whip)----------------------Spellslinger (Pistols/Longbow)Necromancer:-------------Witcher (Sword)--------------Torturer (Whip)--------------------Executioner (Greataxe)Mesmer:--------------------Minstrel (Shortbow)---------Bladedancer (Chakram)----------Dreamcatcher (Whip)

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I like some of the specialization you came up with, the one who caught my eye the most was Apothecary, particulary the "they are a danger to both themselves and anyone who opposes them", that's how necro is supposed to be.

@ArmageddonAsh.6430 said:The game wont last this many more expansions imo. I think we will likely see one more expansion before they start (if they havent already done so...) on Guild Wars 3. The problem will be with just how poorly thought out many aspects of Guild Wars 2 has been that i dont think Guild Wars 3 would be able to pull in as many people as Guild Wars 2 did. It would take weeks, if not months after release for those burned by Anets decisions in the past to possibly be tempted back.

I don't think ANet will ever do a Guild Wars 3, and the last part of your comment reasons why. Not many people will fall again for a game set to die after 3 expansions.If ANet will do a new game it will either be a new franchise or GW1 remake/remaster/hd imo.

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@Drakz.7051 said:I think Dervish would be more appropriate for a Guardian. Since lore wise the Dervish can no longer exist the Guardians could learn how to use the scythe from forgotten texts and instead of using power granted by the gods they'd use their own form of magic instead or a Revenant since they could use the spirit of a former sunspear.

Most of dervish magic is earth and air elemental magic. Their connection to the gods is pretty insignificant in the big picture, but for some reason non-GW1 players have that misconception about the profession.

@Lily.1935 said:If revenant ever got ritualist and not necromancer I'd be extremely upset. So much lore and rivalry wasted. So much build diversity potential squandered.

Why would necromancers get it? In any case, it would be guardian, since lore-wise, their profession comes from ritualists and monks.

@Yannir.4132 said:Technopriest sounds bloody amazing. As a fan of WH40K, I love the reference. If this were to be, I'd probably swap that to be my main. ^^

I see you're a man of culture as well =D.

@"Orpheal.8263" said:Inquisitor makes for mesmer absolutely no sense, for a Guardian Spec maybe..cause an Inquisitor is no illusionist or so of any kind of form..

You're pretty out of tune with word meanings in fantasy, but Inquisitor not being mesmer enough has to be your worst assumption, considering High Inquisitor Xera is a major representative ingame.

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@ Lonami: that is just 1 single character, which exists only as part of raids in PvE. Raids are not the main canon of this game, they are just only little side stories if at all.When you compare just the wiki description of what an Inquisitor really is, or better said was, based on REAL HISTORY, it just makes no sense that a Inquisitor gets represented as a mesmer - they'd be clearly if at all Guardians...However, we two have completely different concept styles.. you seem to like to put as much game lore as possible into your concepts, regardless if that makes historically sense, or not.I'm a bit different. I do put historical facts if there exist some, first on priority list, when it comes to class names, then comes fantasy and lore to fill up the gaps for easier explanations after that.. otherwise I can't explain myself your weird concept of calling an engineer spec an occultist for example ... ortrying to make suddenly out of the Elementalist Monks, which were already in GW1 two completely different classes and not suddenly one and the same thing ....

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Hey Lonami. First of all, I love your ideas. I was enthousiastic too when you posted your cantha expansion idea, and I’m not enthousiastic much anymore lately considering gw2. I find a round of applause well deserved for these specilizations.They’re very creative and I really love almost all of them. I especially like the first and last expansion ideas. As a ranger main I’m loving all 3 ideas of swarming pets, having both active at the same time, and botanist as well, botanist is awesome!

It’s obvious you intertwined gw 1 lore into these ideas, that really gives me a gw 1 nostalgia feel. It also makes me feeling all gw 1 professions should be in 1 expansion, not divided in two. But I am following why you did it the way you did, and I’m hoping very much more gw1 professions will make it into gw2 as a specilisation.

I’m not a big fan of the second exp-idea. The charr technology in GW2, even though I think it fits very well and it’s written very good as well, is just not my taste.

Again, thanks a lot for these awesome ideas. I’m hoping Anet will take a peek into them and maybe more.

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@"Lincolnbeard.1735" said:I don't think ANet will ever do a Guild Wars 3, and the last part of your comment reasons why. Not many people will fall again for a game set to die after 3 expansions.If ANet will do a new game it will either be a new franchise or GW1 remake/remaster/hd imo.

Maybe. This game has too many problems with the game engine that was outdated and iffy before they even made GW2. Who uses an Engine KNOWING it wont work for what they want!? Madmen. Thats who.

A GW1 remake would be GREAT if done right. The PvE side would need to be redone, the whole instanced aspect for it i dont think would go down too well in this day and age. I think a new game, new setting would be cool. I would love a space-esque theme MMO that doesnt suck like Star Wars, Wild Star was pretty cool but had issues.

Though i could see them sticking with the Guild Wars world, maybe set like a thousand years in the future or something, new game. New world. New...everything. There woulkd be hints and clues linking to the "old" world and such but it would be a new cast, new races, new classes. New everything.

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@"Orpheal.8263" A technopriest makes absolutely sense, so much so that it already exists in another franchise. It's not even far-fetched to worship technology.

And as for mesmers getting a shortbow… could we stop trying to give a "duelist" class a shortbow? Axe and shield are already borderline stupid and not quite fitting, but shortbow?

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@Lonami.2987 said:

@"Lily.1935" said:If revenant ever got ritualist and not necromancer I'd be extremely upset. So much lore and rivalry wasted. So much build diversity potential squandered.

Why would necromancers get it? In any case, it would be guardian, since lore-wise, their profession comes from ritualists and monks.

There are Several reasons why Necromancer is the best fit for a Ritualist elite specialization as opposed to something else like Guardian or Revenant. Lets start with the easiest to the more difficult.

  1. The ritualist is a light armored Profession. The armor's available in the game can be matched athletically with ritualist to some extent in light armor.
  2. The Ritualist was known for exaggerated body movements in a sort of ritualistic dance in order to summon the spirits of the dead. Heavy armor isn't as flexible as light armor.
  3. Many of the ritualist's magic is already applied to the necromancer. It was split up between GW1 and GW2. You're thinking of Spirit weapons, but the necromancer has many of their talents and many of the talents they've always had have been very similar to the ritualist. Necromancers call on spirits to aid them in battle already. Shades themselves are lost spirits of the desert.
  4. Of the 9 professions there are only 2 that are directly known to be able to Rip holes directly into the underworld and realm of torment were dead spirits go. Revenant and Necromancer. The Necromancer has had this talent for centuries in the lore and has recently been shown to be very capable of this ability directly with the Skill Ghastly Breach. But we can see Evidence of the necromancer calling from the underworld as well with a skill like Grasping Dead or Summon Shadow Fiend. But that's not the only examples of this either. Spectral skills call on otherworldly energies which is in their description.
  5. In the story we see Necromancer priests of Grenth summoning spirits and even an event of a necromancer separating souls of children charr.
  6. The Ritualist is a Death mage as is the necromancer. Both professions in GW1 and GW2 use death magic. While their use of the magic may differ slightly it comes from the same source of magic. While the necromancer's magic is focused on the rotting and reanimation most the time, the Ritualist focuses on rupturing souls and binding spirits against their will. But this isn't to say the Necromancer isn't capable of binding souls to our world. They absolutely can and have done it in GW2.
  7. The Ritualist is a healer support spec. The Guardian and Revenant already have solid healer options. Its arguable that Scourge is a healer spec but it doesn't quite have the right tools. The ritualist with its change to Shroud into an Urn could easily turn a necromancer into a very potent healer elite spec with its accesses to protective and offensive spirits.
  8. The ritualist is a summoner. Both Necromancer and Ritualist are known as the Summoner classes of GW1. And for good reason. Their unique abilities functioned very well with each other and it was one of the few cross class combinations that preformed spectacularly. The Ritualist Minion Bomber build was one of the most interesting and potent builds one could use with skills like Explosive growth. A Guardian or Revenant couldn't provide this unique experience while the necromancer could and still provide the healer and spirit spammer experience.
  9. The necromancer already has traits that could be slightly reworked in Death and Blood Magic to aid in the aspects of Summoning Spirits. Vampiric, A trait that gives the necromancer life stealing and their minions could be retolled to also include Spirits. Which would be reminiscent of Spirit leach aura back in GW1. While the Minion Traits could be reworked to function more as generic Summoning Traits to further enable the summoner's combination. The necromancer has the space for the Ritualist to flourish where as the other professions lack that space specifically.

Those are a few reasons, from Least important to more important. But lets get a closer look at some Lore and text on the two professions, shall we?"Practitioners of the dark arts, necromancers summon minions, wield the power of ritual, and heal themselves with blood magic. Necromancers feed on life force, which they can leverage offensively or use to delay their own demise."

"Life ForceLife force is a special type of energy that necromancers draw from their enemies. Once they’ve collected enough life force, necromancers can activate their Death Shroud, entering a spirit form. Life force can be gathered from certain weapon attacks and especially from deaths that happen near the necromancer."

"WellsBy performing rituals, necromancers create wells of dark power to torture their enemies and support their allies."~ https://www.guildwars2.com/en/the-game/professions/necromancer/

"Necromancers , calling on the spirits of the dead, and even death itself, to overpower enemies and assist allies. In sacrificing Health and taking curses and diseases upon themselves, they can deal large amounts of damage to those foolish enough to oppose them. Dead and dying enemies become unwilling allies in their hands. Necromancers have the singular ability to absorb Energy from an enemy’s death, and can raise a fighting force from the corpses of their foes. Curses, which often cost the Necromancer dearly, exact an even greater toll from enemies, who find that their Enchantments and healing skills are rendered useless. Due to the sacrificial nature of their methods, Necromancers must practice patience and self-discipline to survive."

— The Guild Wars Manuscriptshttps://wiki.guildwars.com/wiki/Necromancer

"Ritualists channel other-worldly energies that summon allies from the void and employ mystic binding rituals that bend those allies to the Ritualist's will. They hood their eyes to better commune with spirits that grant great power and protection to Ritualists and their comrades. The energy they channel drives Ritualist skills which enhance the deadliness of an ally's weapon and wreak havoc on an enemy's health. The Ritualist can also use the remains of the dead to defend the living-not by reanimating corpses as a Necromancer would, but through the ritual use of urns and ashes. Where the Ranger lives as one with the spirit world, the Ritualist can and will be its master."

— The Guild Wars Factions Manuscriptshttps://wiki.guildwars.com/wiki/Ritualist

One of the Controversies surrounding Ritualist back in GW1 when factions was released was just how Similar in theme it was to the necromancer. Many felt that they shouldn't have been a separate class at all and their lore seems to support this. The way the Ritualist is described almost seems out of spite more than anything trying to differentiate itself from the necromancer when in fact many of their magic is very very similar.https://wiki.guildwars.com/wiki/Offering_of_Bloodhttps://wiki.guildwars.com/wiki/Offering_of_Spirit

https://wiki.guildwars.com/wiki/Mark_of_Painhttps://wiki.guildwars.com/wiki/Painful_Bond

Really don't want to go through all the examples... Consume Soul, Soul feast. The skills are fairly similar in design and function, while the Necromancer uses Corpses, the Ritualist uses souls. But We've established that the necromancer's Mechanic, Soul reaping, Is feeding on souls. But it seems that Ritualist Soul feasting is weaker than necromancers.

Another Interesting thing I'd like to note while looking up this old information was something really really telling about the necromancer. The Old Minions skills the necromancer once Summoned were called "Animate" skills. You "Animate Bone Minions" as opposed to now where its "Summon Bone minions" Which implies that the new minions are not of this world. Just an interesting flavor note I'd like to drop.

The Evidence in favor of necromancer is overwhelming. No other two classes have so much in common. They really need to just tie the knot.

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@"Orpheal.8263" said:Occultists as Engineer E Spec... Do you even know, what an Occultist is??Just in case you dont't, a Necromancer is an Occultist, a Ritualist is an Occultist, but absolutely not in any way, shape or form ever an Engineer.Occultism has to do with blood, death, spirits, souls, rituals, demons, curses and hexes, dark magic so to say and is not anything that has to do with technology and engineering...

Honestly, that sounds like a challenge.

In my days playing City of Heroes, that's, like, 80% of where the creativity goes: into thinking of new, varied, wild, unique and logical ways to play around with character looks, builds and origins. Granted, GW2 has a more stringent grasp on the origins of its powers, don't ever take options off the table. In fact, because it is a common fact that magic exists in Tyria, it should very well be possible to blend technology and magic (and not just the way Asura do).

While the name can definitely be a point of contention, the basic concept is not. You just have to spin a story and logic around it.

To come to an end, if I would have made a topic like yours, I think I would have come up rather with a better fitting list concept like this. (with rev being redesigned) and certain earlier E-Specs getting renamed/changed)

Expansion:-----------------3 (Land of the Dragons)-----4 (Wars of Demons and Gods)---- 5 (Age of Utopia)Warrior:--------------------Gladiator (Staff)----------------Berserker (Greataxe)-------------Legionnaire (Greatshield)Guardian:------------------Patron (Warhorn)-------------Warden (Greatshield)-------------Seeker (Whip)Revenant (Ritualist)-----Soulbinder (Whip)------------Mystic (Scepter)--------------------Oracle (Focus)Engineer:-------------------Alchemist (Axe)---------------Technomancer (Staff)------------Forgemaster (Mace)Ranger:---------------------Beastlord (Whip)--------------Shaman (Scepter)-----------------Forager (Greataxe)Thief:------------------------Assassin (Chakram)----------Rogue (Longbow)------------------Saboteur (Torch)Elementalist:---------------Summoner (Chakram)------Bender(Whip)----------------------Spellslinger (Pistols/Longbow)Necromancer:-------------Witcher (Sword)--------------Torturer (Whip)--------------------Executioner (Greataxe)Mesmer:--------------------Minstrel (Shortbow)---------Bladedancer (Chakram)----------Dreamcatcher (Whip)

Meh, mostly generic names but naming is really only the small part of the concept. I personally think stringently sticking to the "one word" or "mash two words together" convention is too limiting if we're going to sell these things by name alone from the concept phase.

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@"Orpheal.8263" said:Necromancer:-------------Witcher (Sword)--------------Torturer (Whip)--------------------Executioner (Greataxe)

So As a necromancer main none of these actually fit the necromancer's lore or theme. An "Executioner" would be better suited for Revenant due to them channeling legends. Necromancers themselves were Priests and Ritualists Not Executioners. Torturer equally doesn't make much sense as if their is torture involved with their Magic, its not their goal but a side effect. Witcher... I.. Ugh.. I'm not even sure how that would fit.

Here are some better fits.

  1. Ritualist
  2. Witch
  3. Shaman
  4. Warlock
  5. Lich
  6. Sangromancer/Vampire

I as a necromancer main have absolutely zero interest in playing a warrior. And plus we've already got that with Reaper. I started a Necromancer so I could summon spirits and reanimate corpses while inflicting the flesh of the living and cause necrosis in their bodies.

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I love engineers and these specs sound interesting, you got all my attention! Golemancer, Technopriest.... GENIUS It makes me feel like we are in warhammer 40k (Universe that I love very much by the way) But , I feel sad that mesmers will be named Inquisitor, What came to my mind is rifle/ hammer / double pistol, so an base/scrapper Engineer is for me an Inquisitor! and in w40k they only use engineer weapons (sword/pistol/shield/hammer/rifle) and for that I will ask for Engineer to earn the access to Short-Bow, which could have a crossbow skin. Which skills? simple: Explosive/Electric arrows, covering a great cone surface with multiple arrows. Create force-fields and so on... But the engineer would also use his bow as a launcher for grenades as example, so a substitution for Grenades kits and Increase the mobility of the class. Engie is very CC centered apart rifle / double pistols, all specs don't have ranged weapons: Hammer or shield-sword, eventually sword-pistol but not very great. And between us, base engie: the rifle is weak.So against Occultist. 3 future suggested weapons: -Staff (Golemancer) -Axe (Technopriest) -Short Bow (Inquisitor/rogue)Techno priest is okay, according to the fact they are taking care of technologies/weapons like a real person.

The great question is, for golemancer, do you have an golem near you that you can control like a ranger pet, OR you are the golem/inside? And so you have a skill like deadeye to switch between normal form- golem form?

Apart that, I took a look on thieves and Warriors: Great Ideas, nothing to add.Dreadnought? W40k again surely :p

http://warhammer40k.wikia.com/wiki/InquisitorTo make it more clear about inquisitor, they are no link with mesmers apart maybe psychic-controlled weapon but again, that is technology.Can't imagine a mesmer with a rifle.

To end my comment, great job and initiative for making this post!

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@kolompi.1287A technopriest makes no sense.. a technomancer yes, thats the correct term!!Technomancer is the term for a specialized class, who combines Technology together with Magic Spells to fuse both techniques together, to perform this way skills, that both abilities alone wouldnt be possible. A Technomancer is in fact, what a Weaver does with two Elements within the School of Magic, a Technomancer combines the Schools of Magic with the Technologies of Science, that has absolutely nothing to do at all with RELIGION, so where does this nonsense about priests come from???

@Leo G.4501Like said, my Class names may sound maybe for one or another "generic", but they are at least all, but some exceptions all proper class theme fitting terms with names, that are based around the core class and their gameplay elements and try not to make suddenly out of the core classes somethign totally different, which makes absolutely no sense at all, like Elementalist > Monk or Engineer > Occultist , which are terms that are totally out of touch of the overall class theme from the core class.I take class names very seriously. Class Names have to sound at like like some halfway proper, not immersion breaking, core class theme fitting profession terms, like jobs that sound reasonable, that you can learn somethign like that to become as one of the playable intelligent races, as if it would be some kind of halfway normal "job" in a world like Tyria. There is too much fantasy involved in class names never good, nor way too much lore also as well, which is why its always best to make class concepts fiurst and foremost always best on historical facts, fantasy and lore is then just only the flesh on the bones, and not the other way around.

A Rogue may sound on first sight very generic, but its not the generic name of a class, which makes the difference between games, its in the end still the gameplay concept and what a class can do, besides of it having maybe a generic term as E-Spec.However, to see Rogues in GW2, would make much more sense, than to see something weird and totally unfitting imo running around, like "Changelings?" or suddenly wannabe necro-thieves as "Soulbinders?" like what ??Stuff like that makes me personally only cringe hard and roll my eyes, turning me off to ever continue playing the game, cause it just doesnt fit to the rest of the classes, would I see such things ingame, unlike as when it would be E-Specs, that do fit actully to the core class theme and have generic, more on historical facts based class terms like Rogues and Saboteurs, which are per concept based on specializing exactly on things of what the core class does already - Stealing/Boon Stealing/Sharing & Disarming as like also Trap Control, Manipulations, stronger CC focus and fightign fire with fire as basically one of the biggest classical thief combat strategies, to use, what the enemy has agaisnt themself, what is an Saboteurs highest speciality, very especially against minions and turrets.

Spinning locic and story around all these 27 terms would have exploded the thread, tmi ;) Thats why also Lonami made on these 27 concepts just only very concise descriptions, and not fully fleshed out explanations full of flavor text to give each concept your wanted story and logic around everything.By I agree with your last words.. naming a class is only a small part, in the end the most important thing of a concept, is, that class name, and class gameplay should be congruent, if the one thing or the other feels incongruent to the other side, because the name feels not fitting to the gameplay, or the gameplay not to the name, because of the effects being not, what you would personally expect from a specialization with name "X", then thats not good. Something, on which I personally alway try to put very heavy emphasis on in my own personal concepts. Always have first the name in mind, and then concept the gameplay, skilsl & co around the name, to make everythign fit to the name of the class concept - thats the way how one makes sure a concept is in the end also congruent to its class name term.

@Lily.1935

I have to disagree with you, because under your logic wouldn't fit Reapers also to the game. aside of this, under my concept list doesn't exist this garbage, called Revenant, anymore, but would have been completely redesigned into an own Ritualist Class, as 9th Class, and be handled basically the same way, how anet handled both Necromancer and Ritualist also too back in GW1, where Ritualists, besides of being occultists like Necromancers, where also their own Class.Yes, personally I'd like to see Ritualists also as well as a Necromancer E-Spec, would appreciate this also as well, but if i would have to decide over my priorities, if either Ritu E-Spec, or Ritu as own Class to get rid of this Revenant-Junk, then I'd always choose rather to turn Ritualist as part of a Revenant redesign into an own Class, that has turned within the last 250 years within the mists from a light armored scholar profession into a heavy armored dark mage which uses ash urns instead of the legendary stance nonsense, to make usage temporarely of heroic "Auras" ... that you can place if you want around like banners, so that you can share this way your heroic Auras with others, instead of lettign it be such selfish stance gameplay, like the revenant-crap that we have now ...

A Witcher is a necromancer, who is heaviliy specialized into Curses and uses the Engineer Gameplay Element of Elixiers to buff themself with all kinds of necrotic powers that only the experienced body of a Witcher can survive, that would negatively harm everybody else, who is not a witcher.They would add also back as unique gameplay special Condition Versions that count as "Hexes" from GW1. So called "Cursed Conditions" from hexes have the speciality, that they are harder to remove , but they have also negative effects on you so long you keep them up and so more you use of them at the same time, with some kind of negative effects, which can only be temporarely neutralized by your Witcher Elixiers!! Witchers can you basically describe as Demonslayers/hunters, they are very skileld swordsmen, which make usage of necrotic oils of all sorts to enhance this way their combat efficiency. They are able to make usage of the Cursed Shroud, that allows them to make usage of said oils to enhance their combat skills with them and share them basically like venoms work.This spec is in fact basically a homage to Geralt of Rivia, the Witcher from the polish Witcher game and Novelbook Series from CD Project Red, because it would fit so much to the necromancer gameplay as an alternative to the Reaper.

In GW Necromancers Torturers enjoy the pain of their victims and draw their powers out of that, to make their victims suffer as much pain as possible. Torture and Torment, thats basically in a nutshell the essence of SPITE, which is part of the Necromancer!! and the highest form of specialization into spite, a Necromancer can get!!

And Executioner is in fact similar to a Reaper, just that their weapon of choice is a more brutish greataxe and that their gameplay is more specialized on soul reaping and blood magic as executioners, whiel the Reaper is more based on Death Magic due to lore reasons cause as Reaper you belong basically to Grenth's Elite Champions which protect the Underworld under his reign and act as Death Guides for lost souls, like basically what happens to us self, when we were at the brink of death as wandering souls ...wouldn' there have been a Reaper of Grenth, to judge over us, if we may return back to live, or not ...

Your examples don't fit.. a Lich and a Vampire are no classes, it are no professions that you can learn how to become one by yourself, it are undead creatures. Somethign liek this can't be called a Class.. buts thats a common mistake that really alot of people make conceptionally wise sadly, that people can't tell, when something is a class, a race/species, or just a creature/monster.. people tend to mix these things together as they see fit ...

Witch is basically nothing else, but the female short term for a Witcher, but Witcher is the better fitting unisex term for that kind of profession, because it can be used on both races as class term.When you call a witch, you will always think and associate with it only a female riding on brooms with a cat on their huge black hats and eventually warts on their noses ...thats kind of the standard child definition maybe of a witch, but not what i'd expect to be from a female Witcher as a dark demonslayers that are specialized in the usage of Curses and Elixiers in combat together with their experienced sword skills with that they hunt down the evil things in Tyria

Shamans are not really Occultists.. they are Naturalists. Eremites so to say... thats also why you have Shamans amogn the Norn, cause they use the shamanistic powers of nature and animals, iE. here Naimal Spirits. What you are kind of thinking over is most likely the "Voodo Shaman", which is the more occultic sub form of that, which makes usage of dark rites and dark magic, like curses to kind of manipulate their victims, get possesion over them or something, so that they can take control over them or that something...but shamans to be pidgeonholed in general as occultists under the Necronmancer would be wrong. Here are real facts, fantasy and even lore much stronger on the side of the Ranger to make Shaman a Ranger Spec using Scepters focuses on Animal/Insect Control and Totems as some kind of environemental gameplay aspect from which the Ranger could profitate from more.

Warlocks would fit, here I agree on, and could be in fact based on the concept design an alternative for the Executioner, if they'd use ShoutsHowever, the Reaper makes already usage of Shouts, so wouldn't be Reaper already there as a lore based spec, then id potentially say, I'd redesign the Reaper into being Warlocks basically ;) cause that would make for that spec the most sense to me, if we would want just to remove the lore from that E-Spec which has been bonded to its design, because then we would end up in fact with Reapers turning into Warlocks simply.

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About Golemancers...

This can't work as Class for all, it makes sense lorewise only as a Asura only Racial E-SpecSomething lile that would become same as much wasted time, effort and ressourses in the end only, which exists maybe only for flavor then, like Racial Skills do.Thats the same exact reason, why Monks and Dervishs make absolutely no sense at all to have for other races, than Humans, because it are relgions profressions and from all professions are only the humans bonded to religion!!

Charr despise everything that has to do with religion, it rembers them on their past and how weak their race was, when they followed their kind of own religion cult that was the Flame Legion and their Titans ... they see i nthe human gods also no gods at all, just only some powerful beings, but a Charr with some pride in his chest will never call somebody like Balthazar a "God",, for Charr Culture exists no religion anymore.

Asura are the only race, which are intelligent and smart enough to control, construct and repair Golems.. its THEIR CULTURE TECHNOLOGY.. it would be absolutely immersion breakign beyong repairability of this game, woudl anet come up now with Golemancers as E-Specs for everybody.. just makes no sense and would harm this game more lorewise, than it woudl do this game anythign good at all. They also have no collection to religion, all that asuras can think of is their own superior eternal alchemy...

It should be clear for everybody, that the moment where Anet decided to have for GW2 multiple different playable races with all their own cultures, that there simply can't exist then in this game any playable races with classes or E-Specs now, which contradict then any kind of those racial cultures, like Dervishs, like Golemancers, or like Monks do that.

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