The elite spec you want for your main - Page 3 — Guild Wars 2 Forums

The elite spec you want for your main

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  • Lily.1935Lily.1935 Member ✭✭✭✭
    edited April 18, 2019

    @Agrippa Oculus.3726 said:

    @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 :)

    It could. However the question isn't could it but should it? And I'm strongly in the camp of "NO!". I'm an Old Foggie when it comes to GW. I've been playing since Prophecies, a few months before Factions came out and I've done just about every build the necromancer had available to it in GW1. Like, if Anet wanted to they could technically design 2-3 separate elite specs around Minion masters all with their own unique design and feel. There is that much space for it. Also they could design like 3-4 Vampiric sets just from play styles of GW1. There is a wealth of design space they haven't tapped with the game that we should consider before hyper limiting our options like that.

    So for a Vampiric set there is more to blood than just life stealing. There is also Bleeding. Bleeding is a major part of the blood in GW1, self and bleeding others. Barbed signet comes to mind. There is also a strong blood for energy theme going on in GW1 that the spec used. And a Party buffer. The idea of using minions with Blood really didn't have much going for it. Some Odd synergies like with hexes that heal allies when they strike with an attack, but that's pretty minor. They also had dark pact but that was an outlier. Blood Magic was more about sanguinemancy then necromancy.

    In my opinion, the best option for a Vampiric spec would be a primarily offensive spec using bleeding to unlock power and inflict damage at usually close range. Touch skills was a pretty popular build early on in GW1, so keeping to that close range neck biter theme would work extremely well with them. So a sword.

    Minion master on the other hand exists in GW2, but not optimally. This one needs to embody the Death nova builds in GW1 that sent out large numbers of sacrificial and pestilent minions. Death magic was widely known for spreading disease and poison while also amassing an army. It wasn't defensive like it is in GW2.

  • @Lily.1935 said:

    @Agrippa Oculus.3726 said:

    @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 :)

    It could. However the question isn't could it but should it? And I'm strongly in the camp of "NO!". I'm an Old Foggie when it comes to GW. I've been playing since Prophecies, a few months before Factions came out and I've done just about every build the necromancer had available to it in GW1. Like, if Anet wanted to they could technically design 2-3 separate elite specs around Minion masters all with their own unique design and feel. There is that much space for it. Also they could design like 3-4 Vampiric sets just from play styles of GW1. There is a wealth of design space they haven't tapped with the game that we should consider before hyper limiting our options like that.

    So for a Vampiric set there is more to blood than just life stealing. There is also Bleeding. Bleeding is a major part of the blood in GW1, self and bleeding others. Barbed signet comes to mind. There is also a strong blood for energy theme going on in GW1 that the spec used. And a Party buffer. The idea of using minions with Blood really didn't have much going for it. Some Odd synergies like with hexes that heal allies when they strike with an attack, but that's pretty minor. They also had dark pact but that was an outlier. Blood Magic was more about sanguinemancy then necromancy.

    In my opinion, the best option for a Vampiric spec would be a primarily offensive spec using bleeding to unlock power and inflict damage at usually close range. Touch skills was a pretty popular build early on in GW1, so keeping to that close range neck biter theme would work extremely well with them. So a sword.

    Minion master on the other hand exists in GW1, but not optimally. This one needs to embody the Death nova builds in GW1 that sent out large numbers of sacrificial and pestilent minions. Death magic was widely known for spreading disease and poison while also amassing an army. It wasn't defensive like it is in GW2.

    I was actually more thinking in the lines of: Blood of the Master and Verata's Sacrifice. They were actually really important skills back in the days for a minion master (on and off, cause it changed a couple of times, and I can know, cause I played from day 1 of Prophecies). They are definitely Death Magic, but the sacrifice was real :D, in order to heal your minions! Ow, and don't forget about Order of Undeath, although later in the game ... it hurts the Necro as well a lot, in order to get far more powerful minions!
    So, with flesh and blood, I don't mean blood magic, but more decaying yourself (death magic), in order to get more powerful minions!

  • Lily.1935Lily.1935 Member ✭✭✭✭

    @Agrippa Oculus.3726 said:

    @Lily.1935 said:

    @Agrippa Oculus.3726 said:

    @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 :)

    It could. However the question isn't could it but should it? And I'm strongly in the camp of "NO!". I'm an Old Foggie when it comes to GW. I've been playing since Prophecies, a few months before Factions came out and I've done just about every build the necromancer had available to it in GW1. Like, if Anet wanted to they could technically design 2-3 separate elite specs around Minion masters all with their own unique design and feel. There is that much space for it. Also they could design like 3-4 Vampiric sets just from play styles of GW1. There is a wealth of design space they haven't tapped with the game that we should consider before hyper limiting our options like that.

    So for a Vampiric set there is more to blood than just life stealing. There is also Bleeding. Bleeding is a major part of the blood in GW1, self and bleeding others. Barbed signet comes to mind. There is also a strong blood for energy theme going on in GW1 that the spec used. And a Party buffer. The idea of using minions with Blood really didn't have much going for it. Some Odd synergies like with hexes that heal allies when they strike with an attack, but that's pretty minor. They also had dark pact but that was an outlier. Blood Magic was more about sanguinemancy then necromancy.

    In my opinion, the best option for a Vampiric spec would be a primarily offensive spec using bleeding to unlock power and inflict damage at usually close range. Touch skills was a pretty popular build early on in GW1, so keeping to that close range neck biter theme would work extremely well with them. So a sword.

    Minion master on the other hand exists in GW1, but not optimally. This one needs to embody the Death nova builds in GW1 that sent out large numbers of sacrificial and pestilent minions. Death magic was widely known for spreading disease and poison while also amassing an army. It wasn't defensive like it is in GW2.

    I was actually more thinking in the lines of: Blood of the Master and Verata's Sacrifice. They were actually really important skills back in the days for a minion master (on and off, cause it changed a couple of times, and I can know, cause I played from day 1 of Prophecies). They are definitely Death Magic, but the sacrifice was real :D, in order to heal your minions! Ow, and don't forget about Order of Undeath, although later in the game ... it hurts the Necro as well a lot, in order to get far more powerful minions!
    So, with flesh and blood, I don't mean blood magic, but more decaying yourself (death magic), in order to get more powerful minions!

    Ah. You should read my Deathcap elite spec then.

  • Samuel.4812Samuel.4812 Member ✭✭✭

    Why not a pirate spec?

  • dodgerrule.8739dodgerrule.8739 Member ✭✭✭
    edited April 22, 2019

    The Beast. You transform into your pet similar to soul beast but with new skills and abilities depending on the weapons you have.

    It would be for rangers. You would get a shield

  • Tabootrinket.2631Tabootrinket.2631 Member ✭✭
    edited April 24, 2019

    @Samuel.4812 said:
    Why not a pirate spec?

    Oh yeah, as a thief spec with off hand sword it would fit.
    And the utility skills would be flasks (with ammo) with different brand of booze that you can drink whenever you want, but if you drink too much or too fast you get stacks of conditions.
    F1 would turn into "drink water" to clear conditions or something like that xD
    And F2 would be some kind of "cheer" that refills all your flasks and share your boons to allies around you with your pirate shouting : "this round is on me ! "

  • A thief to be an actual assassin.

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

    Any new thief spec other than core :)

  • TheBravery.9615TheBravery.9615 Member ✭✭✭

    greatsword thief with the ability to run on walls, double jump, and perform attacks in midair.

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭

    1hand Spears for warrior and guardian

  • Kuulpb.5412Kuulpb.5412 Member ✭✭✭

    Either Sword/Longbow Necromancer "Ritualist" ( think gw1 spirit strength + splinter barrage)
    or a longbow/Shortbow/Dualpistol Vampire hunter Necromancer focusing on vampiric abilities and lifesteal.

  • Thornwolf.9721Thornwolf.9721 Member ✭✭✭✭
    edited May 18, 2019
    • Revenant: Dual daggers, with the legendary spirit of Svanir the Nornbear. Basically balancing the aspects of sanity and madness and transforming into a werebear who grows more corrupted the more it fights, until it becomes an unstoppable force of nature. Using daggers like claws you rampage your way through your foes with devastating cataclysmic destruction.
    • Necromancer: The wicker-mancer, Basically call down totems based around wicker-men/witchcraft which act something like turrets. Pulsating with unholy magic these gnarled spiritually imbued totems siphon life and corrupt the air with foul magics. Your eliet spell could be summon the four spirits, which could be a good nod to ritualist and I feel they should get sword and shield? Maybe hammer because of "The Might Of arah?"

      • Messmer: Eldritch Terror, You abuse the mind of your foes and descend them into madness with visions of the dark depths. A clone-less messmer who instead conjures nightmares and feeds on the terror of their enemies. You gain Dagger main-hand and scepter offhand with this spec, and focus on transformation and manifestation like abilities with all the tentacle goodness.
    • Ranger: Pack Alpha, You gain a hammer and a second pet and basically become a bunny thumper. Your whole goal is to tag and cc your foe so your pets can do the damage; It also evolves them into their next stage and allows you to tame more powerful beasts to fight alongside you. (Can be interchanged with rifle.)

      • Warrior: Monk, You gain staff and become imbued with the aspect of valor causing you to heal and buff allies while smiting and punishing foes with your fervorous zealous nature. (Basically the old smite/protection monk from guild wars 1)
    • Guardian: Ritualist, Gain Dagger/dagger and gain the ability to summon spirits and your blessings become ashes. You then become a hybrid damage/healer with a longer range as you now are a caster bent on using the souls of your ancestors to aid you in battle.

  • CETheLucid.3964CETheLucid.3964 Member ✭✭✭

    Ranger - Bunnythumper, hammer weapon + pet, strong CC, specialized pet combos especially with hammers (but compatible with all ranger weps) with a focus on CC.

    Elementalist - Rifle spec, long range damage dealer with a focus on DPS, elemental caster shell mechanic for utility/support. Bazooka style explosions from carbine based gunplay because elemental magic + cool factor. Elite skill would fire a round that causes a singularity that pulls all enemies in and does gross damage/CC.

  • Ultramex.1506Ultramex.1506 Member ✭✭✭

    E-spec that make turret more useful, it is what draw me to pick engineer as my main and i was disappointed by it, an E-spec that change turret into mobile weapon would be great, traits that affect a specific turret like make rocket turret fire 3 rockets; each rocket has reduced target(3).
    Also ranger use rifle as a shotgun, most people says it isn't lore friendly for a ranger to use a rifle but........doesn't E-spec job is to break the stereotype? It turned necro, a magic-casting class, into a melee brute.

  • Zilong.1407Zilong.1407 Member ✭✭

    Elementalist: basically anything that lets me use water attunement for damage (that doesn't use lightning hammer). Would be cool if the other attunements were flipped too. Fire for healing, boons/condition in air, burst damage in earth. Maybe call it Flux and give it a greatsword.

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

    Necromancer: Night terror

    Mechanism: Entering shroud replace your weapon skills by a skillset and invoque a nightmare ( https://wiki.guildwars.com/wiki/Nightmare_(Kryta) ) instead of giving you a 2nd health bar. The LF bar is your nightmare health bar / the "shroud" is not a transformation and thus do not lock you out of your utilities / the nightmare disappear when you leave the shroud / if your nightmare die you leave the shroud. In shroud form you hold a short bow.

    Shroud skills:

    • Life shot: Basically ranger's shortbow AA without the bleed.
    • Dark step: Your nightmare teleport next to the targeted foe.
    • Shadow of fear: Your nightmare fear and weaken foes around it.
    • Fetid aura: Channel life force into your nightmare dealing damage and poisoning foes near it with each tic.
    • Dark heart: transfert all damage taken onto your nightmare.

    Utility skill: Spirit (proc minion's traits)
    Spirits work like ranger's one except that their active will leave a mark instead of unloading it's effects directly. They trigger minion traits.
    Example of spirit:

    • Bloodmoon spirit: Passive: grant life steal to allies every X seconds. Active: teleport to your position and leave a Ravenous Mark that drain foes life. (healing skill)
    • Spirit of madness: Passive: Allow allies to gain fury on hit every X seconds. Active: Teleport to your position and leave a Mark of fury dealing damage and applying vulnerability on foes.
    • Spirit of pestilence: Passive: Allow allies to apply poison on hit every X seconds. Active: Teleport to your position and leave a Rotting mark dealing damage and applying poison and weakness.
    • Plague spirit: Passive: Allow allies to transfert a condition on hit every X seconds. Active: Teleport to your position and leave a vile mark dealing damage, removing boons and transfering transfering conditions from you.

    Weapon: Longbow (continuing further onto the ranger picture)

    • AA: Putrid arrow: Shot an arrow that deal damage to your target and apply poison to up to 3-5 foes close to the point of impact. 20% projectile finisher.
    • Deathly swarm: Send a slow moving swarm of insect onto your target dealing AoE damage centered on your target. The swarm bounce 2 time. swarm cannot be damaged or count as a minion.
    • Death's retreat: Leave a Fetid mark (deal damage and poison foes) and you Shadow Step to a nearby location directly away from your target. count as a leap finisher.
    • Lifebane Arrow: Shot an arrow that dealing damage and fearing the target.
    • Entengling Asp: immobilize targeted foe and poison it.

    Traits:
    Minor:

    • Dark bond: "In shroud" traits affect your nightmare. Whenever you gain a boon, copy that boon on your nightmare.
    • Demonic flesh: Your nightmare isn't affected by weakness effects.

    Upper traitline: traits that support your nightmare. GM trait: Shrd#1 grant a stackable buff that increase your nightmare attack speed.
    Middle traitline: traits that focus on minions (necromancer got 5 of them on core why not more). GM trait: spirits drain on them conditions from allies every 10 seconds and gain % life each time a damaging condition is successfully drawn.
    Lower traitline: focus on poison and damage. GM trait: Lingering mark: marks have 2 tics instead of a single tic when they are triggered.

  • LucianTheAngelic.7054LucianTheAngelic.7054 Member ✭✭✭✭
    edited May 19, 2019

    Would like another Villain legend for Revenant.

    Scepter + Focus, power AoE oriented or hybrid spec - Legend: Vizier Khilbron, Master Togo, or Razah

    GS - likely power focused, Norn oriented, Legend: Svanir or Owl

    Would be happy with any of those legends/themes, but preferably the ones in bold.

  • Warlyx.6732Warlyx.6732 Member ✭✭
    edited May 22, 2019

    Dual sword Necro , whirlwind of death

    darksiders2death.jpg

  • Xiph.5047Xiph.5047 Member

    Mesmer: Mirrormage
    Shatter skills are inverted. Clones run to nearest ally. Shatter damage is replaced by healing, shatter conditions are replaced by their "uncorrupted" boon.

  • Uhkam.2164Uhkam.2164 Member ✭✭

    I'll throw couple of my ideas at least.

    A guardian with a focus on close quarters fighting, using Physical skills to shred through the enemy and with an off-hand sword going for them. Virtues when activated turn into short-term buffs depending on the buff.

    A thief who taps into the power of zen, learning how to use their sixth sense to fight and dodge, using Meditations to confuse the enemy while keeping him safe, learning also how to utilize his free hand for things. (one-handed style, learns skills 4 and 5 when not using anything off-hand). Steal turns into Concentrate, giving you a random buff to use after 0.5-1 second. During channeling you evade everything.

    A ranger who can use two pets at once (with weaker stats from normal), and who can even summon more to help if needed by Conjuring them. Can no longer swap pets in combat but can activate both of the pets' skills.

    An engineer who managed to use golemancy to create himself a robot to use for combat, but losing his toolbelt on the way. That doesn't matter as they can still use golemancy through his glyphs and has a staff to use for combat as well.

    A warrior with a determination to humiliate you using their Tricks, but also doing it still from afar with pistol(s) in hand. This would focus on far-ranged combat, so single target DPS. Adrenaline has an additional skill which where you can use the lvl 1 adrenaline skill immediately after using a lvl 1 or 2 adrenaline skill. Own cooldown, max adrenaline bar is still 3 but max lvl is 2.

    An elementalist who wants to live by its name to imbue herself and her weapons with elementals, with mace(s) in their hand and Wells at their disposal. Imbuing yourself with elemental gives buffs depending on the element.

    A necromancer who becomes one with the shadow itself - literally, with sword in main hand, to cull their enemies using Deception to get the job done as well. Shroud turns into shadow double, allowing for quick onslaught due to double strikes albeit for one target only

    A mesmer who studied even further into the illusions to make fake miracles to confuse enemies or to support their allies, with daggers slicing through the air from mid-range to the enemies and tomes in hand.

    A revenant who invokes the past giant-king of the Jotun, Elder Thruln, to wreck havoc with AoE damage and a greatsword in hand.

    There, just random ideas.

    “You learn more from failure than success. Don’t let it stop you. Failure builds character.”
    ― Mohsin Jameel

  • InsaneQR.7412InsaneQR.7412 Member ✭✭✭✭

    Still hoping for a real "Pet-less" ranger. And the pet is replaced by a totem that can be used to influence the battlefield similar to ventaris tablet.

  • alain.1659alain.1659 Member ✭✭✭

    For new elite specs I would really want

    Elementalist: Arcane user/ wizard. With epic spells and counter magic and stuff. Removing boons or conditions, defensive and utility aoe abilities and stuff.
    Elementalist no 2: Elemental specialist-attune to 1 element but have weapon swap and more powerful skills.

    Ranger: shapeshift
    Guardian: witch hunter with pistols
    Necro: vampire

  • iKeostuKen.2738iKeostuKen.2738 Member ✭✭✭

    Necromancer: Nightmare

    Weapon: Off hand pistol. or MH and Off-Hand Sword.

    Shroud: Nightmare

    Highly mobile, dps spec, with a focus on fearing and torment.

  • Solori.6025Solori.6025 Member ✭✭✭✭

    @Dadnir.5038 said:
    More than e-spec, it's more a few mechanisms that I'd like to see introduced by the mea of e-spec:

    • Engineer: An e-spec more focused on "drugs" with "implants" as utilities that work like signet does for other professions.

    ......So you want a drug dealer...

    • Necromancer: An e-spec that "animate" the shroud, making it a "minion" and glyphs having similar effect than the ranger's shouts. **An e-spec where the necromancer drain endurance from it's foes and focus heavily on weakness. **(both e-specs can probably be fused into a single one)

    Necro turns into a Cat with behavior issues

    • Ranger: A zoo e-spec based on insects, named the swarmmaster. The pet would be replaced by swarm and utilities would be insects minions.

    Ranger turns into a beetle borg

    • Revenant: A "norn" e-spec with the owl as the legend. F2 become an upkeep transformation and the owl grant utilities with some stealth.

    Rev turns into an animorph..

    I got nothing for the other two 😝

    Tingle my stingleberry

  • RedShark.9548RedShark.9548 Member ✭✭✭✭

    Shield mainhand for warrior.
    Every autohit is shieldbash.

  • Rashagar.8349Rashagar.8349 Member ✭✭✭

    @Kuulpb.5412 said:
    Either Sword/Longbow Necromancer "Ritualist" ( think gw1 spirit strength + splinter barrage)
    or a longbow/Shortbow/Dualpistol Vampire hunter Necromancer focusing on vampiric abilities and lifesteal.

    Yeah that's similar to my other one, I want a necromancer elite spec that calls back to Marjory's detective roots in the Noir-iest way possible haha!

  • Ganathar.4956Ganathar.4956 Member ✭✭✭

    For ele all I want is a spec that is not designed with only instanced PvE in mind.

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

    I take Greatsword Revenant or Greataxe

  • Rettan.9603Rettan.9603 Member ✭✭

    As warrior main: I want Firebrand!

    Why? Well, the class mechanic is broken overpowered replacement of a old class mechanic that provides all utilities a class needs to be good :-) will perfectly work with warrior (and all other classes) too!
    And finally brings some complexity and variance to the warrior class.

    If that is not possible: Paragon (GW1)

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited June 17, 2019

    Demon defier necro spec that uses hybrid dps of condi and power. Green glowing magical whip with at least one leap skill,defensive skill,aoe skill and high dps skill. Has 3 dodges functioning similar to bound and its mechanic is as it builds up life force it can on a small cooldown swap from using CD on its attacks to using its life force between it's two weaponsets until life forse is demolished. Can be cancelled at any time with 7 sec cooldown before can be used again. Know it sounds thiefy but be cool to have one necro mobile spec with the same cool flavor the other necro specs have.loses access to all minions and gains a instant tele or somthing, would go great with spectral utilities.

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

    I want Necromancer Minions skill type as Legend skills on my Revenant. Legend summons the minions and the skills change to minions skills which cost enemy to use.

  • Auburner.6945Auburner.6945 Member ✭✭✭

    Archer Elementalist with range as main source of damage with 1-2 skills/attunement that are melee so that it can actually do something in close combat.

    Pull the strings. Watch them dance.

  • Ganathar.4956Ganathar.4956 Member ✭✭✭

    @Auburner.6945 said:
    Archer Elementalist with range as main source of damage with 1-2 skills/attunement that are melee so that it can actually do something in close combat.

    Archer ele isn't that bad of an idea, especially if it's longbow so it can have a real ranged spec for once instead of always melee. 1500 tooltip range would also be awesome if the devs were willing to give that. However, if you want both ranged and melee in the same weapon then it has to be greatsword.

  • Auburner.6945Auburner.6945 Member ✭✭✭

    @Ganathar.4956 said:

    @Auburner.6945 said:
    Archer Elementalist with range as main source of damage with 1-2 skills/attunement that are melee so that it can actually do something in close combat.

    Archer ele isn't that bad of an idea, especially if it's longbow so it can have a real ranged spec for once instead of always melee. 1500 tooltip range would also be awesome if the devs were willing to give that. However, if you want both ranged and melee in the same weapon then it has to be greatsword.

    What I meant is something like a knockback/launch/etc. or some heavy conditions, stuff like that. 1 or 2 skills that wpuld be melee for every attunement. I was thinking of Longbow with dagger built-in with it or with the mechanic.

    Greatsword is a good idea too. Just give us a two-handed weapon, we only got 1.

    Pull the strings. Watch them dance.

  • hatsamu.4327hatsamu.4327 Member ✭✭

    I added some more detail to my thief concept in its own post but it's styled after the GW1 Assassin and it brings back attack chains and some spell-type skills to evoke hexes. It's a tougher frontline fighter that gives thief more mid-range and area damage, and has options to build into enemy debilitation/support/tank. The trade-offs are less front-loaded burst, less advantage from stealth, and a change to the class resource.

    Reminds me of Magick Archer from Dragon's Dogma. And according to some other games I've played, archers are really good at kicking. As long as the longbow isn't 100% compulsory for the class, since that wouldn't seem fitting with Anet's elite spec design policy.

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

    Warrior with Conjunction skills.
    Call it, "The Weapon Master"
    Melee Staff as main weapon. Can create weapons for self and allies to use.

  • derd.6413derd.6413 Member ✭✭✭✭

    @Knighthonor.4061 said:
    Warrior with Conjunction skills.
    Call it, "The Weapon Master"
    Melee Staff as main weapon. Can create weapons for self and allies to use.

    do you mean Conjure skills perhaps?

    I Have No friends, so I Must pug

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

    @derd.6413 said:

    @Knighthonor.4061 said:
    Warrior with Conjunction skills.
    Call it, "The Weapon Master"
    Melee Staff as main weapon. Can create weapons for self and allies to use.

    do you mean Conjure skills perhaps?

    Conjunction warrior is one of the forum warrior's e-spec.

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

    @derd.6413 said:

    @Knighthonor.4061 said:
    Warrior with Conjunction skills.
    Call it, "The Weapon Master"
    Melee Staff as main weapon. Can create weapons for self and allies to use.

    do you mean Conjure skills perhaps?

    yes excuse that typo mistake

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

    @Dadnir.5038 said:

    @derd.6413 said:

    @Knighthonor.4061 said:
    Warrior with Conjunction skills.
    Call it, "The Weapon Master"
    Melee Staff as main weapon. Can create weapons for self and allies to use.

    do you mean Conjure skills perhaps?

    Conjunction warrior is one of the forum warrior's e-spec.

    hey dont knock the idea before you give it a chance.
    The Elite Specialization would have minor traits that enhance the Warrior's Conjure skills, while adding bonuses to the weapons for allies depending on the major traits.
    Each Conjure skill is unique and provides different play styles.

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

    I would like a Revenant elite spec with a legend that focus on Minions. each skill summons minions like Necromancer, and the active skills cost energy to use and replace summon skills. they stay active while legend swapping. Holding the minion skills down will trigger a consume skill that will send the minion skill into cooldown.

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

    @Knighthonor.4061 said:

    @Dadnir.5038 said:
    Conjunction warrior is one of the forum warrior's e-spec.

    hey dont knock the idea before you give it a chance.
    The Elite Specialization would have minor traits that enhance the Warrior's Conjure skills, while adding bonuses to the weapons for allies depending on the major traits.
    Each Conjure skill is unique and provides different play styles.

    Ah... You didn't get the joke...
    Let me give you some hints. "Conjunction" is related to "grammar". If you add a word beginning by "N" to "grammar", you'll get the name of this famous e-spec that forum warriors can use.

    NB.: If after all this you still don't get the joke, here is a last hint: the word "Warrior" in "forum warrior" isn't related to the gw2 warrior's profession.

  • Tank ranger.

    We got DPS (Soul Beast), we got healing (Druid), all we need is tank spec (???) to become the entire holy trinity in 1 class. Also cuz I like animalistic pets/minions and I like tanking.

    Hammer weapon as an ode to the bunny thumper builds of Gw1. Or maybe become land-spear d00ds to egg on a hunter image and set a precedent.

    Make the play-style an act of constantly juggling aggro between you and the pet. Have the special abilities behave differently depending on whether the pet or you have a shared target's attention so that aggro-swapping isn't just about boosting EHP.

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

    @Jheuloh.4109 said:
    Tank ranger.

    We got DPS (Soul Beast), we got healing (Druid), all we need is tank spec (???) to become the entire holy trinity in 1 class. Also cuz I like animalistic pets/minions and I like tanking.

    Hammer weapon as an ode to the bunny thumper builds of Gw1. Or maybe become land-spear d00ds to egg on a hunter image and set a precedent.

    Make the play-style an act of constantly juggling aggro between you and the pet. Have the special abilities behave differently depending on whether the pet or you have a shared target's attention so that aggro-swapping isn't just about boosting EHP.

    The issue is that it's not how it work in GW2. Tanking with a ranger is already very easy, soulbeast as an example can very well build to be unkillable with an insane amount of EHP, albeit with a lower amount of damage output. In GW2 the "tank" is, before everything else, a support and ranger have already more than enough support already in it's kit.

  • Jheuloh.4109Jheuloh.4109 Member
    edited June 28, 2019

    If I'm gonna indulge in pipe dreaming I might as well have fun with it!

    Or alternatively, make my own game. I un-ironically aspire to this one. Granted, what I want to make has nothing to do with what's in this thread. I want to basically make the promised land for alt-o-holics like myself.

    More seriously, if I were to develop this idea further the emphasis wouldn't be on EHP. The emphasis would be on who's being targeted. Say, Ability X delivers confusion to the target and vigor to the player if the player is aggro'd by the shared (Marked? Hunted?) target. If pet is targeted, the attack delivers poison and gives might to teammates. If the shared target is focusing on neither player nor pet, do nothing. If aggro is exchanged before the effect ends, give a shot of stability to the character who took aggro and quickness to the character who lost aggro.

    Don't think too hard about an actual use-case for what I just made up, it's just for example's sake.

  • aetemes.2603aetemes.2603 Member ✭✭

    Minister support thief behind the shadows doesn't kill/dps just disables/blinds/stealths/reveals stealths/some version of evades to others would be equivalent to aegis distortion, vulnrable to being picked off if careless about positioning and has to be "out if position" to do uts job then skillfully retreat. Focus off hand. Nobles/Faren/CM themed.

  • Kuulpb.5412Kuulpb.5412 Member ✭✭✭

    Now, My main is Necromancer, but I will list a few I would like:

    Necromancer - Ritualist - NOTHING fits better.

    Warrior - Knight - dual shieldz

    Guardian - Monk - perhaps it’d become a healer vs firebrand’s “boon and heal”, trade boons for absurd healing.

    Ranger - Bunny thumper - hammer gw1

    Mesmer - Enchanter - Trade Clones on enemies to clones on allies (and yourself).

    Thief - Assassin - because, you know...

  • Ototo.3214Ototo.3214 Member ✭✭✭

    I honestly just want a punching weapon added to the game. So I can punch things. Spirit Fists for guardian wut.

  • Shoryuken.9435Shoryuken.9435 Member
    edited August 18, 2019

    Something pugilist oriented for Warrior. I.e Iron Knuckles. Claw Weapons etc.
    Fluid combat, different kinds of Chi build up that'll be used when unleashing powerful Burst moves I.e One Ilm Punch, Full Break etc.

  • A "siren" themed elite spec for mes

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