The elite spec you want for your main - Page 2 — Guild Wars 2 Forums

The elite spec you want for your main

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

    @aceofbass.2163 said:
    card throwing illusionist!

    could be dagger/dagger Mesmer

    but in all seriousness, can scrapper be fixed 1st before any new espec?

    I have an inkling that this spec would be called: "gambit"
    ANet love X-men ;)

  • Tataienstein.7581Tataienstein.7581 Member ✭✭
    edited February 24, 2019

    GS rev x100So much potential. I have my two hand katana skin ready !

    I imagine something that make you wield GS but you can’t switch weapon (see elem/engi) but instead you switch between rangef and melee with f2/f3 and have a f4 that makes you do something cool. (Based on legend... for exemple if it’s a norn legend it would be based on owl or bear, utility or tanking)

    Spec that focus more on damage (either really bruiser or swift) as the other 2 focus on support/boon.

    Let it be an other skilled high Dps with cool utility mechanics for PvE.
    I would NOt focus on PvP with it since herald alredy good/fun in this department.

  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    Something that is good at single target DPS, and good at 1v1/ 1vx for necro

  • derd.6413derd.6413 Member ✭✭✭✭
    edited February 25, 2019

    i never say no to some body-horror
    - a necro main

    I Have No friends, so I Must pug

  • Tails.9372Tails.9372 Member ✭✭✭✭

    A thief elite spec focused dual pistols. P/P thief is nothing but a mess and suffers heavily from the half-baked weapon combo system. Simple "buffs and nerfs" are not enough to fix this, the only way to "save" the weapon set is a compleate overhaul.

    The espec itself should havily focus on dueling with a strong focus on mobility and sustainability over stealth (in that regard I wouldn't mind if the espec "permanently" applies the "Revealed" debuff to the user) and burst damage as thief already has a ranged espec that fits this bill.

  • I want a Pistol/Pistol Warrior.

    Its the only weapon type the warrior does not have, mid range (600) combat. Or even one handed ranged weapons.

    Utility skills would possibly be summons, Kits or Gadgets.

    Yes I know this almost sounds like a bounty Hunter spec, however I can see this being heavily fitting for the warrior class.

    (Then I can finally make HOPE for the warrior)

  • Bard for thief.

    Thief is in desperate need for support functions. Well... A lot of things really

  • Omernon.9762Omernon.9762 Member ✭✭✭
    edited March 10, 2019

    For elementalist I would like to see something along the lines of Tempest, but more offensive and much more in line with GW1’s version of Elementalist where you had to focus on one or two elements max.

    In GW2 it would mean that you forgo using two elements over the other two (or even play with one only for extra power). More specialization and less flexibility would mean more raw power in the specialized magic. That way I could really feel that I’m a true fire mage (or water, or earth, or air) - master of one element.

  • Phyrak.7260Phyrak.7260 Member ✭✭

    @Omernon.9762 said:
    For elementalist I would like to see something along the lines of Tempest, but more offensive and much more in line with GW1’s version of Elementalist where you had to focus on one or two elements max.

    In GW2 it would mean that you forgo using two elements over the other two (or even play with one only for extra power). More specialization and less flexibility would mean more raw power in the specialized magic. That way I could really feel that I’m a true fire mage (or water, or earth, or air) - master of one element.

    This please!

  • Rashagar.8349Rashagar.8349 Member ✭✭✭

    My dream addition is still a legend of Owl revenant elite spec.

  • Lily.1935Lily.1935 Member ✭✭✭✭
    edited March 12, 2019

    https://en-forum.guildwars2.com/discussion/49593/the-deathcap-minion-master-elite-spec#latest

    I mean, its fairly obvious that I'd like this since I'm the one who designed it. But truthfully it pulls a lot of design from GW1 necromancer that I really miss and adapts them to the new engine without reworking the whole class. Often one of the issues you see when most players ask for a minion spec is they add a ton more unique minions, either skills or replace the Shroud with 5 new minions and it lacks synergy with the existing mechanics the necromancer has outside of death magic, so the elite spec can only really be played one way without consideration of the other possible combinations it has. With the Deathcap, I accounted for alternative play styles and gave the player the option to use Specializations other than death. I've even seen players who didn't have a means to combo with shroud in their elite specs.

    I'm Not so arrogant to say that My design is perfect. It has some flaws and I've modified it in the past. But the overall design is pretty sound. If an elite spec was to give us a dedicated Minion master, the Minions have to be spammable and need to function with the remaining other mechanic abilities. Players have been asking for more control over their minions and this is truly the only viable option to go with. Having 5 unique minions isn't the right move. Having 1 new minion that can be one of many of the same minion is the correct method.

    This isn't the only thing I'd like to see mind you. I'd love to see more aspects of GW1 necromancer brought over to GW2. Like a Vampiric elite spec as well. And also a Shaman spec that functions more like a Ritualist.

    What the necromancer has in terms of its design is:

    1. Spite: Reaper
    2. Curses: Scourge
    3. Death: Missing
    4. Blood: Missing
    5. Soul Reaping: Necromancer(kinda, not really)

    I align it like that because this is how I feel the elite specs fit into old styles. Reaper is 100% new age Guild wars. There is nothing about it that is in line with the old style of necromancer. It is a complete departure from the necromancer's legacy. Scourge is very much in line with the play style of the Curses necromancer. But death and Blood's play style are both missing. Death had a suicide bomber style, minions and spreading disease. It was an extremely glassy play style that required a lot of effort from the user. Blood Magic was all about bleeding, life stealing and turning health into power. These are some themes I feel that the next elite spec should embody.

    The necromancer is a Summoner spec. This shouldn't be forgotten. Scourge helps us to recognize that a bit better. But we need our Minions too.

  • Westenev.5289Westenev.5289 Member ✭✭✭✭

    I think if warrior or thief got a mainhand focus, they could use it like a knuckleduster. Or the thief could use magic that converts gold in the players wallet into damage. That could be fun.

  • I present the Assassin from Cantha as the next elite specialisation. Inspired From Guild Wars 1 this will bring back weapon combos with a new mechanic for thieves called combos. Lead attacks, off-hand attacks and dual attacks will come with the new weapon set dual swords. Focused around knocking down the target with the lead attack leading into more powerful attacks with the off-hand like dealing extra damage when the enemy is knocked down and finally finishing off with a dual attack to deal more damage if all other combos have landed. Changes steal into a lead attack teleport which can be followed up with off-hand attacks and finally dual attacks. Utilities focus on weapon combos and conditions. These dual swords replace existing weapons as a stand-alone weapon set.

    Dual swords:

    1: (A) Autoattack begins with a lead attack called Leaping Mantis Sting (Range: 130). Hit target foe to cripple them.

    (B) 2nd part of autoattack is an off-hand attack called Trampling Ox (Range: 130). If target foe is crippled knock them down (1 second).

    (C) 3rd part of autoattack is a dual attack called Impale (Range: 130). If target foe is in down state stomp them (similiar to https://wiki.guildwars2.com/wiki/Finishing_Blow).

    2: Teleport to target foe (Range: 900). Temple Strike: Inflicts Daze for 3 seconds (Costs 4 initiative). This counts as an off-hand attack.

    3: Dual attack Combo skill. Starburst Stream: 16 hits: Horizontal slash, Uppercut slash and full circle spin, horizontal slash continuing spin, horizontal slash with both swords, downward X-slash, upward X-slash, 2 opposite direction diagonal slashes, lift swords up and turn away reversing grip, reverse grip downward X-slash, Corkscrew attack and shift swords into forward grip, downward X-slash, upward X-slash, Diagonal slash and spin, horizontal slash, uppercut slash with both swords, downwards vertical slash, downward diagonal slash and spin, downward diagonal slash, forward thrust and forward lunge. (Costs 10 initiative; Open to balance by Arenanet.)

    4: Shroud of Distress: You have 75% chance to block but no effect unless your health is below 50%. (Lasts 3 seconds and costs 5 initiative).

    5: Flashing Blades: For 5 seconds while attacking you have a 75% chance to block. (Costs 8 initiative).

    Heal: Dark Escape: Take 50% less damage as long as you're not attacking for 5 seconds and heal over time.

    Utility skills:

    Iron Palm: (Range:130) Causes knockdown (3 seconds) if target has a condition. This skill counts as a lead attack and off-hand attack. (20 second cooldown).

    Shroud of Silence: For 5 seconds your critical hits remove boons. (50 second cooldown).

    Moebius Strike: (Range: 130) Gives you 6 initiative back If you have just used a dual attack skill. This skill counts as a lead and off-hand attack. (30 second cooldown).

    Way of the Master: For 10 seconds you cause a new type of condition called Deep Wound (This lowers the person's health by 20%) for 3 seconds with your attacks. (40 second cooldown).

    Elite skill:

    Shadow Form: For 5 seconds Hostile spells targeting you fail and attacks against you miss. (60 second cooldown).

    Traits:

    Adept:

    Minor: Steal becomes Wastrel's collapse: Teleport skill (1200 range) If target is not using any skill then target is knocked down. This skill counts as a lead attack. (Same cooldown as Steal affected by Trickery traits). Access to Dual swords and combo skills. Lead attacks must be followed by off-hand and then dual attacks.

    Critical Hits: For each autoattack chain you finish you gain 1 initiative.

    Sword Mastery: There is a chance that your autoattacks will gain quickness.

    Assassin's Promise: Your utility skills cooldown is reduced by 20%. (This does not affect Shadow Form).

    Master:

    Minor: Starburst Stream now has a 20% increased chance to critically hit.

    Critical Defenses: You gain Dark Escape on being affected by any crowd control (60 second cooldown).

    Aura of Displacement: Wastrel's collapse has a shorter cooldown by 20% which stacks with trickery traits.

    Assassin's Remedy: Your next 10 attacks you use remove 1 condition (30 second cooldown).

    Grandmaster:

    Minor: Gain Flashing blades for 5 seconds when your health drops belows 50% health (40 second cooldown).

    Way of the assassin: Shadow form can be shared to allies for 5 seconds. (60 second cooldown).

    Critical Agility: Shroud of Distress now triggers when your health drops below 50% health (30 second cooldown).

    Way of Perfection: You are healed for every critical hit and remove a condition.

  • A high risk high reward pure condi dps spec for the Necro, i.e.: Vampire. Where the shroud is actually punishing (eating away) the life pool instead of complementing to it in return for very high bursty condi dps.
    Although I do miss a real minion master as well, maybe it could be combined?

  • Warrior: Chanter - Wields a staff, monk-like martial art stylish melee combat, with boon support "Chant" skills.
    Guardian: Avenger - Offhand sword, evade replaced by "Block", more of a tanky spec, blocking turns your #1 skills into Riposte skills. Lots of defensive skills.
    Necromancer: Bone Warden - Offhand shield, bone themed skills, defensive abilities, death shroud replaced by Bone shield, defensive skills galore.
    Elementalist: Stormborn - Only Air atunement, but can weapon swap, #1 skills redesigned for all weapons + shortbow. Mid range power dps sniper, with lots of cc.
    Thief: Darkblade - Sword offhand, shadow magic. Lots of aoe shadow magic, abilities damage everything inside "shadow field" that he can summon.
    Mesmer: Spellslinger. Pistols. Two of them. With Illusions. I don't think any additional details are needed.
    Ranger: Horizon Walker ( i know, DND plagiarism): Dual daggers, lots of teleport abilities, can stealth (move into another plane).
    Revenant: It could be any legend and can be called anything, but it should have a greatsword and should use magic while fighting with said greatsword. How about "Skald" who uses ice magic while swinging and throwing that good old greatsword around and forming the battlefield into a snowy wasteland? Yes.

    What do you think? It gives some classes some specific niches, while also introducing more "tanky" specs other than chrono, and twists around the original concepts of the professions and turns them into something unexpected, because, after GS necro, anything is possible :)

  • Rexts.8037Rexts.8037 Member ✭✭
    edited March 23, 2019

    Daemon Hunter for Necro, a specialisation merges pool of life force with health(High health but no more pool of life force), dual pistols with daemon transform that using blood as cost for powerful skills.

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited March 23, 2019

    Atm I’m quite content with heral/ventari on zealot stats, since I most like to play support that isn’t designed to be spam based wichbisbwhat made me almost deleted my guardian due how awfull FB is designed...

    Probably a GS for ravenent with some Norn legend or another support build legen with decent cc with a septer but I guess I would keep with the current legends setup.

  • Pati.2438Pati.2438 Member ✭✭
    edited March 24, 2019

    A Range Support e-Spec for warrior like Paragon in GW1 ..... use Staff for that! Or maybe a full dps Warrior e-Spec ..... for real berserker and spellbraker are a fcking Bannerslave joke. Its time to get rly good specs. (Maybe increase the dps of Berserker and Spellbraker (PvE only) so that you could use Banners on the real support Spec "Paragon")

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited March 24, 2019

    A 1v1 thief spec would be cool

  • Sigz.6943Sigz.6943 Member ✭✭

    @Tommo Chocolate.5870 said:
    I'm not sure which is my main anymore, but I have the most playtime on Engineer and Elementalist.

    For Ele, I'd like to be able to use water offensively, in an ice-mage-style. There are a couple of damage-related water traits (Piercing Shards, Aquamancer's Training), but they don't really fit well with the rest of the water traits or spells. This wouldn't really need a whole elite spec to work - just a trait that converts healing from water spells into damage (with some appropriate modifier, and maybe some extra vulnerability/chill application or something).

    For Engineer, I'd like some more imaginative/fantastical weapon/kit options. Thematically I think Elixir Gun is great, but the other kits are basically just real-world weapons with some poison/ice/fire ammo, and I'd like something that more obviously acknowledges the high fantasy setting. Photon Forge is a step in the right direction, but feels a bit too sci-fi.

    @Makuragee.3058 said:
    Simple Im an Asura/engineer main... I want... I... really...really want... ... A GOLEMANCER ELITE SPEC!!!!! One that work a bit like the necro minion one, by this I mean having my summon perma (well with an HP pool)... Yes I use golemancer rune since ever XD

    This would be great! Even though my Engineer is a charr...

    I'm also a Asura engineer ,but since not all are Asura I say we call it "Technomancer". It could get the staff as a new weapon(hopefully with some good skills) ,and use minions as suggested above. Use either steam creatures ,and/or clockwork knights for the minions. The elite spec collection weapon could be called "Lightning Rod" ,and the F1-F4 would act as they do now ,or give special skills directly linked to the minions. Lastly F5 should have some really neat functionality involving the mechanical minion theme. Just my two cents on the subject.

  • MithranArkanere.8957MithranArkanere.8957 Member ✭✭✭✭

    I have time to put 3, here:

    • Warrior: A knight that uses a 2h Great Axe and places Turrets.

      • Theme: Medieval siege knight. Knights defend allies by keeping enemies from getting to them.
      • Plastyle: Tanking, control and support.
      • Weapon: 2h great axe. A new type of weapon. Knights would use them to pull enemies in, clump them together and mow them down, keeping them in range.
      • Turrets placed by would be fortifications that prevent enemies crossing them and block projectiles. They will leave an effect on the ground when destroyed. Knights would not be able to pick them up to reduce recharge like engineer turrets, but they will have a flipover skill to destroy them early.
      • A healing fountain that can be used by the knight and allies to recover health, lose conditions and gain regeneration. It loses a bit of its own health when used, and each person can only use it once every 15 seconds. When destroyed it leaves behind a water field that pulses a bit of healing and regen for 5s.
      • A spike wall that only deals damage and bleeding when pushed against it or when hit in melee range. When destroyed it leaves behind a pulsing area of spikes and splinters that deals bleeding to those standing in it, and torment to those moving in it.
      • A small battering ram or bouncer that deals damage and pushes away in the direction it's facing. When destroyed it releases a blast finishes and flings springs that push back.
      • A flaming brazier that deals burning to adjacent enemies and when hit. When destroyed it leaves a fire field that deals burning every second.
      • A magic fountain that recovers endurance and part of a profession's resource if the profession has it (e.g. thief initiative, revenant energy, druid astral force, holomsmith heat, etc). When destroyed it leaves behind a light field that pulses vigor.
      • An elite massive boulder that falls on the targeted location dealing damage and knocking down enemies. The knight can use the flip over skill while next t it to push it in the direction away from the knight. The flipover skill will be channeled, giving more speed and damage to the boulder the longer it's channeled, from 1s to up to 3.5s. The boulder will also gain speed and damage when rolling down slopes, but it will also lose speed and damage down to a halt if pushed up slopes. When destroyed it leaves behind a few rocks that can be grabbed and thrown to cause damage and knockdown
    • Thief: A Juggler with dual torches.

      • Theme: Circus juggler rogue. Jugglers can juggle everything. And I mean EVERYTHING.
      • Playstyle focus: Condition spam, control and boon manipulation.
      • Weapon: Torch. Jugglers would get both main hand and offhand torch.
      • Utility would be Manipulation. The utility skills would allow Juggling all sorts of things. Boons and conditions, projectiles, the jugglers themselves to get out of danger when disabled, their own health and enemy health with the healing skill. And even juggle enemies and allies in the air with the elite Manipulation, that would last 5 seconds, and during that time, as long as they are not interrupted, the juggler would be able to flinging allies and enemies within the area around one at a time, allowing them to grab an ally from the grasp of enemy or catch an enemy from between enemy lines back to trouble between your allies.
      • The torches would be medium-long range (900-600 units), and be all about juggling and burning:

        • Autoattack would be a bouncing projectile with a high arc that deals a short burning to enemies and might to allies as it bounces between them.
        • Skill 3 would be of course Fire eating. The thief 'eats' the flame of a torch, gaining might and losing a condition. The skill then flips over to "Fire Breathing", using the second skill breathes a cone of flames.
        • Skill 4 would be a line of coals called Firewalking, that deals extra burning and crippled to anyone walking over it with a speed boost.
        • Skill 5 would be Fire Ring, not to be confused with Ring of Fire, the thief jumps backwards, evading and leaving behind an area that can be entered and left safely if one jumps over the fire, but will burn heavily those who walk over the line, and even more those who stay in the circle after 3 seconds.
      • One of the Grandmaster traits would be for the Torch. It could make that last torch thrown bounce indefinitely between enemies and allies for as long as they stay within 360 units from each other.

      • Their steal skill would be changed to "Get Prop", and F2 would be changed to "Juggle Prop". Props would be juggling versions of stolen skills, used with different effects. For example, juggling ectoplasm would fling an ecto and make it bounce between enemies and allies giving 3 random boons to allies and 2 random conditions to enemies. Juggling an axe obtained from a warrior would create a large swirling arc of several axes that bounce between the juggler and the enemy, causing damage, bleeding and crippled to all enemies hit in their path.
      • All dual wield skills with the torch in either hand would juggle the weapons.
        • Dagger : Torch - The thief quickly spins around 6 times for 3 seconds while juggling a dagger and a torch over their head. Each spin has 0.25s of evade and hits with the dagger or torch alternatively, dealing bleeding or burning depending on what hits.
        • Sword : Torch - Throws the torch in the air, the dashes forward as the torch goes down, hitting the torch as it falls in the middle of the dash trajectory and juggling it during the rest of the dash, dealing torment to all enemies hit by the dash before the torch, and burning to enemies hit after the torch. The dash lasts 1s, and it evades for 0.75s, 0.25s after it starts.
        • Pistol : Torch - Throws the torch in the air, raises the gun and fires repeatedly at it, juggling it in the air. Embers fall from the torch in a line in front of the thief as it juggles, dealing burning to enemies below it.
        • Torch : Torch - Throws torches repeatedly at one enemy, setting them and their surrounding area on fire. The more torches hit the enemy, the more pulses the area lasts, and the larger it becomes.
        • Torch : Dagger - Juggles the torch and the dagger by throwing them between several enemies, dealing bleeding and burning alternatively as they are hit.
        • Torch : Pistol - Throws the torch ahead and shots at it, making it explode and dealing burning and blindness in an area.
        • Torch : Sword - There's no torch offhand for core thief. There should be, but there isn't. If there was, the thief would throw the sword at an enemy, immobilizing them, then cartwheel or repeatedly summersault to the sword to grab it while holding torches with both hands, dealing burning in their path.
    • Mesmer: A Banshee that sings and shouts at enemies.

      • Theme: Metal! 🤟🏼Banshee are kind of like bards and minstrels, but offensive like Court Bards. They use their music to demoralize the enemy rather than to inspire allies.
      • Playstyle focus: Debuff, control and excellent riffs.
      • Weapon: 2h Great Axe. Same weapon as the knight, but held like a guitar. In the hands of a banshee, a 2h axe will get magical pink/purple guitar strings.

        • Most skills would be guitar riffs that attack be sending magical sound waves and notes to enemies, the sound effects will be those of an electric guitar.
        • The 5th skill would be different. It would be a melee attack that smashes someone over the head with the axe, dealing massive damage and knockdown.
      • Skill type: Chants and shouts. Chants would be similar to Herald facets. They can be activated to produce a lesser passive effect, and can be activated a second time with a second flip-over to a second skill with a greater effect and a recharge. Chants would flip over to Shouts. Banshee chants and shouts would be mostly offensive and control skills that debuff and hinder enemies.

        • The elite skill Finale will be a skill called "Mosh Pit" or "Moshing Time!", which forces enemies to dance in place.
      • Profession mechanic: Banshee wails. Clones no longer run all the way to the enemy to shatter, instead now the banshee and the clones will scream while facing the target, and their effects are now a cone in front of them, so the clones will only move close enough for the shouts to hit.

  • Klowdy.3126Klowdy.3126 Member ✭✭✭
    edited March 26, 2019

    I dont know what you might call it, but I would love to have a LB wielding necro. I would like it to be power based, but everything I can think of revolves around bleeds and poisons, maybe even a fear, lol

    Also, a GS rev, called destroyer. A corrupter spec, that steals/corrupts boons, with short condi that hits really hard, so it kind of plays like a power, but revolves around condi. It could use symbols as an offense, or wells for ground target AoE.

  • Kylden Ar.3724Kylden Ar.3724 Member ✭✭✭✭

    Mesmer - I really want a gunslinger spec. Main hand pistol for pew pew.

    Shatters would be replaced with Enchantments, and the new utilities would be Tricks. The Enchantments would switch like attunements and provide attack or defense bonuses (and a neat visual illusion effect as a tell). You could no longer accumulate clones, phantasms would do their attack and then auto shatter.

    Ranger - a Stalker spec. Uses Rifle. No pet.

    Pet skills are replaced with Tracking skills, that allow you to focus on one target. Gets bonus damage on the target but less damage on anything not that target. Also allows you to track invisible targets (but not apply revealed, only you can see the target). New utilities are Marks, which focus on debuffing the marked target while providing you protection and defense from non-Tracked targets. The point of this class is you hate THAT guy and ignore everything else till you kill it.

    How many times we gotta tell you GRIND IS NOT CONTENT there ANet?

    Leader of Tyrian Adventure Corp [TACO], [RaW][TACO] Alliance, Kaineng.

  • Samuel.4812Samuel.4812 Member ✭✭✭
    edited April 7, 2019

    I second the Rev great sword and golemancer elites.

    I would really love to see an elite that uses a torch MAIN HAND. Torch is so seldom used so it would be nice to see it as a real dps weapon.

    Also why is there no class that has golden or light colored spells? Blue fire is great and all but I kinda miss that old school priest/paladin aesthetic.

    Overrall I'm unsure how many more elites we will get so I really wish they would open up some of the weapon types used by professions that are missing. No one uses mace, torch is always an offhand for utility if they can use it at all, scepter, pistol, hammer, etc. I wish they would release more types than one with future elite specs or open more up to core professions.

  • Don Vega Van Kain.9842Don Vega Van Kain.9842 Member ✭✭
    edited April 7, 2019

    I don't have a main but here's my conception :

    The devs tends to create 3 elites specs for every class : a physical DPS, a condi one's and a healer/bunker.

    Do ur home works, if ur class have already 2, u know what u will have next.

    Weapons are just a detail.

    Troll since 1982.

  • Klowdy.3126Klowdy.3126 Member ✭✭✭

    @Samuel.4812 said:
    I second the Rev great sword and golemancer elites.

    I would really love to see an elite that uses a torch MAIN HAND. Torch is so seldom used so it would be nice to see it as a real dps weapon.

    Also why is there no class that has golden or light colored spells? Blue fire is great and all but I kinda miss that old school priest/paladin aesthetic.

    Overrall I'm unsure how many more elites we will get so I really wish they would open up some of the weapon types used by professions that are missing. No one uses mace, torch is always an offhand for utility if they can use it at all, scepter, pistol, hammer, etc. I wish they would release more types than one with future elite specs or open more up to core professions.

    I thought of another one the other day in the same frame of thought as torch MH. A warrior that uses a GS (preferably), or hammer in the OH, giving it the ability to use two 2h weapons. Your MH would use the normal first three skills, and the OH would give you two new skills. Call it the destroyer. The animations would need to be adjusted, especially for GS2 (you could make it a 1h animation with the same effect, or change it to use both hands in succession).

    A MH torch guardian would be fun. DWing torches sounds like a lot of fun, lol. So much burning.

  • Samuel.4812Samuel.4812 Member ✭✭✭

    I would like a revenant torch mh spec.
    I think the shadowy attacks of Rev along with a particular flame color would be neat. Harbinger of the mists or something.

    Dual wield 2h might be difficult to put in but it was hella popular in wow. Replacing 4 and 5 on great sword would need some adjustment so it doesn't get too op but it would be nice to see.

  • Klowdy.3126Klowdy.3126 Member ✭✭✭

    @Samuel.4812 said:
    I would like a revenant torch mh spec.
    I think the shadowy attacks of Rev along with a particular flame color would be neat. Harbinger of the mists or something.

    Dual wield 2h might be difficult to put in but it was hella popular in wow. Replacing 4 and 5 on great sword would need some adjustment so it doesn't get too op but it would be nice to see.

    To keep it balanced, they could go ahead and change up all of the abilities while DWing 2h. DWing 2h has been a pretty prevalent facet of the "warriors" in games for a while. D3 has the crusader using a 2h in the MH (not entirely the same, but the same concept). I'm pretty sure you could DW 2h in EQ2. I think something like this could definitely work here, maybe even paving the way for new weapons (2h axe pls), or DWing staves on an ele, lol.

  • Fenom.9457Fenom.9457 Member ✭✭✭✭

    Giving the ele a fifth element, energy. The pure manifestation of arcane energy, using green as the overall color (the same way fire’s orange, water’s blue, etc). Also adding the ability to mix different spec’s weapons - just the weapons. That shouldn’t add much or any powercreep, just more options. It’s not like you can’t try different weapon combos already, it’s really the mixing of the other powers (tempest overload + weaver’s combining for example) that would break the game. Thus, offhand sword comes to ele, along with (as a gemstore item, or a new setting) the ability to take two swords and instead wield one as a two handed sword, but not ridiculously massive (aka greatsword). Any class with mainhand and offhand sword can switch instead to sword as a two-handed weapon

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

  • Regh.8649Regh.8649 Member ✭✭✭

    I just want a Spear on warrior with a ranged burst.
    Oh, and with the staff idle animation for badassery purposes

    Formula for success: Rise early, work hard, strike oil.

  • Mara.6782Mara.6782 Member ✭✭

    GW1 Ritualist guardian elite . Weapons are daggers but they are not melee weapons but more like elementalist daggers. Summon different spirits. Power hybrid spec.
    If we have someday new weapon types then polearm/spear.

  • hatsamu.4327hatsamu.4327 Member ✭✭
    edited April 12, 2019

    I'm another player who would like to see a thief spec patterned after the Guild Wars assassin. I'd like a thief class that's more comfortable using magic offensively, mirroring the assassin's hexes. It could have some more options to affect enemies and allies in an area and feature a playstyle echoing the Assassin's attack chains. Since this would mean less front-loaded burst out of stealth, it could have options for damage mitigation. Anet's also had a recent trend of adding traits that can alter specific weapon skill slots, which I would like to see more of.

    New Weapon Skill Interaction
    Since 2-H skills don't have Offhand or Dual Wield skills, and elite specs should work with all available weapons, the attack chain would be based off something different. The class resource could be split, with the other half being a separate pool. Since Assassins were described as being dedicated to balance, it could be called Introspection as the yin to Initiative's yang. It would pretty much act the same but Weapons skills 4 and 5 would use Introspection instead. A spec encouraging varied skill use will be resource hungry, but this lets one pool regenerate while the other is being used which should shorten downtime between chains.

    To solve the Dual Wield problem, the spec could have something similar to Deadeye's improved stealth attacks, but for weapon skill 3. After an Intiative skill has successfully chained into an Introspection skill, weapon skill 3 could flip into an improved Dual Attack (currently being used by Weavers). These could have 0 Initiative cost and can be based off the existing Dual Wield/weapon 3 skills, maybe some added effects.

    The state of the current chain could be seen above the endurance bar, using symbols like the slash/crosses of the old attack chain. For the most part, the separate parts should still be able to be used outside of chains, but would gain bonuses if used in order.

    New Mechanic
    The class mechanic could be a new F3, since Deadeye already played with Steal and Stolen Skills. If anyone's familiar with FFXIV's ninja, LOTRO's warden, or fighting games, Steal could create a number of new skills depending on how it falls in a chain. (Some examples: an evade, an aoe burst, single-target burst, aoe dot, self-buff, etc.) These skills could also be considered Dual Attacks, so when Steal is up you have another option to consider for the attack chain bonus.

    New Weapon
    As an Assassin successor spec, offhand sword fits the best, especially since they didn't hold the daggers in reverse like GW2 Thief does. Attacks could have a bit more magicky flavor, maybe more mid-range sword waves and projectile destruction.

    New Utilities
    Flavorwise, I think phantasms would fit, inspired by the Guild Wars description of the Assassin being " nowhere and everywhere all at once," plus shadow clones and afterimages are used quite commonly in Asian fiction. But to distinguish them from mesmer phantasms, they wouldn't leave behind clones. Also visually, besides color, since they don't have to become clones, some phantasms could look like summoned blades instead.

    Traits
    The minor traits would give the attack chain bonuses, like a damage buff after chaining into an Introspection skill, and an attack speed buff after chaining into a Dual Attack skill.

    Adept traits could enhance your damage, power and condition, or your control effects as you apply disabling or movement impairing skills (which every weapon set has access to).

    Major traits could include a survivability trait, a boon enhancing trait, and a trait that lets phantasms stand in for Introspection skills to create shortened attack chains.

    Grandmaster traits could alter the last tier of F3 skills, like adding boon strip to an AOE attack (with an internal cooldown), adding ally boon share/duration increase to a self-buff, or granting a stack of a unique buff that lets F3 skills be used without Steal (with an internal cooldown).

  • Auburner.6945Auburner.6945 Member ✭✭✭

    A weapon-less ele. Like, the whole body is the weapon, you generate everything. This would solve the melee/range issue with ele given the lack of swapping weapons, and even with a weapon swap, the weapons will still feel clunky as they weren't designed for that purpose. Make skills a mix of melee and range.

    However, since e-specs are not designed to limit weapon versatility, this will hardly ever exist.

    Pull the strings. Watch them dance.

  • Pirindolo.9427Pirindolo.9427 Member ✭✭✭
    edited April 12, 2019
    • Barefist monk with high avoidance and dodge abilities
    • Ninja with serious stealth based gameplay
    • Longbow spec worth to play with extreme burst damage and good mobility
    • Mesmer spec able to mesmerize up to x NPCs to make them play at your side. When 1 of them dies, you can mesmerize a new one.
  • Zexanima.7851Zexanima.7851 Member ✭✭✭
    edited April 12, 2019

    EDIT: Numbers obviously would need balancing.
    Revenant - Dagger/Dagger
    Channel the power of sprits from the mists to enhance yourself. Can be traited to have lower/no energy cost at the cost of another resource in its place (health, endurance).
    The idea would be to juggle resources for strong effects.

    Examples:

    Heal:
    1 second cast time
    Cooldown 30 seconds
    3k base heal
    Consume all stacks of pure mists, heal for 1k per stack
    Consume all conditions, take damage for 500 per
    Consume all boons, heal for 500 per
    2 seconds of evasion


    Skill 1
    -3 energy
    -100hp/sec
    Unaffected by regen
    Gain 200 toughness
    Trainsfer 1 condi to surrounding enemies every 2 seconds
    Incoming healing increased by 33%


    Skill 2
    -6 energy
    -10 endurance/sec
    Dodging only costs 25 endurance
    Dodging does not evade, gives 1 1/2 sec stability instead
    Pulse superspeed
    Immune to immob, chill, slow


    Skill 3
    Cooldown 15 seconds
    -3 energy
    Lose 1 boon every 2 seconds
    Gain 2 stacks of 3 random boons every 2 seconds
    Gain 2 stack of 2 random damage condition every 1 second.
    Deactivation this skill converts 2 conditions to boons.


    Ultimate
    -4 energy
    - 150hp/sec
    - 15 endurance/sec
    Gain a stack of "Pure Mists" every second. (Max Stacks 15)
    Pure Mist: Each stack increases all stats by 25 points and increases movement speed by 5%. Stacks last 15 seconds.
    Pulse cripple (130 range)
    Pulse unblockable damage. 50/sec (130 range)


    Dagger skills would grant you various resources to compliment these skills. Traits would increase/decrease the cost/effect of these skills. Just an idea.

    No longer playing the game due to PvP being abandon.

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited April 12, 2019

    I'd like an actual ninja spec with good 1v1 ability and actual impactful ninjitsu traps/utilities like caltrops, smoke bombs,blow darts etc that actually effect a engagement just need new two handed skills for one handed sword models with a ninja sword skin( not a huge katana) or dual kama's. A tiger claw utility to climb walls be cool.

  • dusanyu.4057dusanyu.4057 Member ✭✭✭
    edited April 12, 2019

    Power focused axe main hand for rev Prince Rurick as the Channel (channeling him as a charr would be no end of funny)

  • Klowdy.3126Klowdy.3126 Member ✭✭✭

    @Auburner.6945 said:
    A weapon-less ele. Like, the whole body is the weapon, you generate everything. This would solve the melee/range issue with ele given the lack of swapping weapons, and even with a weapon swap, the weapons will still feel clunky as they weren't designed for that purpose. Make skills a mix of melee and range.

    However, since e-specs are not designed to limit weapon versatility, this will hardly ever exist.

    Could be dual focus build, if a weapon is necessary for game mechanics.

  • Kuulpb.5412Kuulpb.5412 Member ✭✭✭

    Ritualist/Vampire focused on lifesteal for necro, i had an idea with longbow, but i recall rit ranger in gw1, splinter barrage build so maybe it could be lifesteal amd aoe since necro has very fee “damage” aoe and more condition/Utility aoe

  • Agent: Thief elite spec equipped with either a longbow or focus while using gadgets for utilities.

  • Phyrak.7260Phyrak.7260 Member ✭✭
    edited April 17, 2019

    A few ideas;

    Ranger:
    Mounted combatant - rifle/tricks or gadgets.
    Mount up on an alpha version of a pet. F1-3 are based on family, F4 is based on the creature itself. Sorta like soul-beast combined with base pets abilities.
    Combat speed and no faster - much like the warclaw.
    F1-4 are based on the way the beast works. Be they movement, aggression or support.
    Eg.
    Alpha wolves could summon a pack, howl to fear foes.
    Alpha bears could gain heavy protection/regeneration with passive health leech/high toughness.
    An alpha Moa would sing out for barrier or a heal over time along with a stun based on a call.

    Engineer:
    Golemancer - nothing more really to add.
    Maybe extra synergy with kits to modify and buff the golem as sees fit.

    Necro:
    Demon Hunter/stealth based long bow/rifle with consecrations - shroud becomes a passive growing bar similar to the old warrior/thief initiative.
    Shroud gains new F1-4 based around stealth

    Thief:
    Support spell caster with dual focus or scepter. Glyphs or consecrations - mild to heavy cc with a bit of stealth thrown in.
    Basically think of a very aggressive wind or choking dust.

    Edit: clarification of mounted ranger

  • Lily.1935Lily.1935 Member ✭✭✭✭

    @Agrippa Oculus.3726 said:
    A high risk high reward pure condi dps spec for the Necro, i.e.: Vampire. Where the shroud is actually punishing (eating away) the life pool instead of complementing to it in return for very high bursty condi dps.
    Although I do miss a real minion master as well, maybe it could be combined?

    No. Minion master elite spec and Vampiric elite spec absolutely should be two separate specs. Its not like Blood magic and Death magic from GW1 are lacking in design space. On the contrary, they have a lot of design space available to them.

  • Knighthonor.4061Knighthonor.4061 Member ✭✭✭✭

    Revenant:
    I want an elite spec that is a combo of Revenant and Necromancer but has a melee burst damage great sword and minions that move as legend skills. Want Humanoid Demon themed minions instead of Necro themed creatures.The minion skills summon the minion and each skill has a active skill chain ability like Necro minions. Class mechanics (f2 - f4) controls the minions unlike Necro class and has minion heal and defense skills that can be triggered.

    Warrior:
    Want a Warrior + Elementalist themed elite spec that uses the conjure weapon skill type, in which the Warrior builds (conjure) weapons and tools for yourself and allies to fight. The heal skill conjures a healing orn jug that that can heal allies and self to play some good support healing. The other conjure skills are different kind of weapons and tools to play defense, cc and attack enemies. We like Elementalist's conjures, each skill replaces the weapon bar with new 5 skills. Call this a Weapon Master.

    Warrior:
    This idea is a Warrior + Ranger. This a new pet Elite spec that Warriors will get. They get a Great Axe as weapon. This elite spec focus on close combat damage and more tanky. This can be themed two different way, one way is a Knight and Squire theme which the Warrior summons its Squire (pet mechanics) that you control like Ranger pet with some f2-4 abilities. Another theme for this would be a bounty hunter theme with a beast creature as your pet.

    Elementalist:
    This is Elementalist + Warrior themed elite spec that uses Hammer two hander. It deals melee and ranged attacks. It has a totem mechanic like Warrior banners which have to be placed down and each totem triggers it's own unique effects. Some attack enemies, some cycle field effects. Some heal allies on a pulse. The Elite is a elemental transformation similar to juggernaut in which your defense, health and attacks increase for a short period of time at the cost of movement speed going down slightly in pulses. Each atonement has it's own skills for the transformation.

  • Auburner.6945Auburner.6945 Member ✭✭✭

    @Klowdy.3126 said:

    @Auburner.6945 said:
    A weapon-less ele. Like, the whole body is the weapon, you generate everything. This would solve the melee/range issue with ele given the lack of swapping weapons, and even with a weapon swap, the weapons will still feel clunky as they weren't designed for that purpose. Make skills a mix of melee and range.

    However, since e-specs are not designed to limit weapon versatility, this will hardly ever exist.

    Could be dual focus build, if a weapon is necessary for game mechanics.

    Focus is probably not my go-to weapon, it's really bad on ele, and I don't have much trust (I'm sorry), on how having it on main hand would change that, as the skills are not quite fun to use. Maybe a two-handed weapon that has been melee and range for some professions.

    Pull the strings. Watch them dance.

  • AzureTerra.1642AzureTerra.1642 Member ✭✭✭

    @zallesz.1650 said:
    Elementalist: Stormborn - Only Air atunement, but can weapon swap, #1 skills redesigned for all weapons + shortbow. Mid range power dps sniper, with lots of cc.

    Maybe Longbow since there is a very nice lightning bow skin already that would totally suit it

  • Klowdy.3126Klowdy.3126 Member ✭✭✭

    @Auburner.6945 said:

    @Klowdy.3126 said:

    @Auburner.6945 said:
    A weapon-less ele. Like, the whole body is the weapon, you generate everything. This would solve the melee/range issue with ele given the lack of swapping weapons, and even with a weapon swap, the weapons will still feel clunky as they weren't designed for that purpose. Make skills a mix of melee and range.

    However, since e-specs are not designed to limit weapon versatility, this will hardly ever exist.

    Could be dual focus build, if a weapon is necessary for game mechanics.

    Focus is probably not my go-to weapon, it's really bad on ele, and I don't have much trust (I'm sorry), on how having it on main hand would change that, as the skills are not quite fun to use. Maybe a two-handed weapon that has been melee and range for some professions.

    It was a joke, based on your weaponless build idea.

  • Agrippa Oculus.3726Agrippa Oculus.3726 Member ✭✭✭
    edited April 18, 2019

    @Lily.1935 said:

    @Agrippa Oculus.3726 said:
    A high risk high reward pure condi dps spec for the Necro, i.e.: Vampire. Where the shroud is actually punishing (eating away) the life pool instead of complementing to it in return for very high bursty condi dps.
    Although I do miss a real minion master as well, maybe it could be combined?

    No. Minion master elite spec and Vampiric elite spec absolutely should be two separate specs. Its not like Blood magic and Death magic from GW1 are lacking in design space. On the contrary, they have a lot of design space available to them.

    I agree! If I would think of a Vampire spec, I would definitely link it to blood, and not death (Minions). And Vampire does fit a theme of degeneration unless it feeds itself: hence the punishing shroud mechanic idea I suggested. But could such a mechanic also fit in a Minion Master design? Maybe if you think in a sense of creating/maintaining powerful minions/golems from your own flesh and blood (life), link this to shroud in some way, and you have a theme! I wouldn't call it a vampire then, though :)

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