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New Classes/Elite Specs ideas


SoulGuardian.6203

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Druid.I know it's an ESpec but honestly this archetype has so much to offer, I'd rather they gave something different for ranger and separated this as a class of its own.

AllomancerNot exactly the Sanderson variety. Basically a shapeshifter/caster that manipulates metals, combining geomancy with alchemy and shapeshifting.

In case you were wondering, Druid would be a scholar type(light armor) and the allomancer would be a soldier type(heavy armor). I don't have any suggestions for adventurer/medium armor.

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Classes right? Not Elite Spec? This is a bit hard to think about some unique professions without beeing redundant but I can try...

-Fighter (sort of lightweigth warrior that could have some bare-handed style skills in its F skills, could have access to sword/shield/axe/dagger and shortbow) - (medium armor / high hp)

-Dark Templar (sort of dark knight in other games - could have access to swords/shield/axes/scepter - could use some dark magic skills) (heavy armor / medium hp

-Magician (sort of mage that can copy the ennemy's skills with its F skills, but must first be hurt by them to learn them for a duration. - could use swords/shield/scepter/staff/pistols) (light armor / medium hp)

Unfortunately, I'm not sure if this is all lore-friendly and even balanced or just good as ideas, but those are my ideas for some new core professions.

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Harbinger:

Soldier profession. Strong theme around iron and willpower.Only has access to one weapon per core+elites, but that weapon has access to a multitude of skills via fighting stances, the utility 'kits'. The profession has no cooldowns, uses the now improved endurance of theirs to power their skills, and they gain access to their most powerful ones through correct skill combinations.

Core has a greatsword, Sentinel espec has sword+shield, Warden espec dual wields shortbow with dagger.

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@SoulGuardian.6203 said:From the time of Cadash, I always pictured a Druid to be a holy person carrying a cross as focus and a mace as main weapon; that can also cast holy magic and other spells.Not as a ranger variant at all.

You are confusing druid and priest with each other.Though tecnically real world historical druids were just the celtic variant of priest. Their religion was heavily influenced by nature themes, and most of their gods were gods of nature. Priest is a more modern word relatively speaking, referring mostly to Christian priests.

In fantasy adaptations Druids are tenders of nature and keepers of balance, and Priests are faithful servants/worshippers of a god/gods/of divine powers. Adaptations where divine powers and natural powers are one and the same, the lines get muddied.

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Ambient creature rancher - Support your server or team by breeding ambient creatures for them to kill.

Bundle maker - Make handy bundles and drop them in locations convenient for allies. Learn to make a Charrzooka or craft a skull.

Guild Trader - Travel through dangerous lands between towns in a guild escort event. Recruit escorts from your guild and reward them for success along with a personal and guild reward. Difficulty scales with the number of guild members, not those participating in the event. Allies are allowed.

Guild Architect - There is a new portal to a misty land between your home and your guild. Start with an empty plane and build an entire map selecting existing elements from the game or making your own. Then share it with your guild and friends.

Engineering corps - Design temporary structures like bridges, walls, and outposts for your guild to build using supply in WvW.

Farmer, Rancher, Forrester, and Miner - find and tend gathering nodes to provide higher quality materials for yourself and one other player to gather.

Fisher - receive special ingredients or rewards for fishing and restocking fisheries. Extra bonuses and skills for killing harmful creatures underwater.

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@Anchoku.8142 said:

GW2 does not need another combat class profession. If you think it does, feel free to suggest a new core and two elites. Explain why the game needs it rather than stopping at new elites, too.

This post is not to be taking too seriously.Chill out.No one is trying to change your world.

Just want to see what ideas people have and try to see how it would fit in the game, in a hypothetical way.

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@Fueki.4753 said:I'd really like a Light Mage/Priest/GW1-Monk class with a white/golden/yellow colour scheme.Being a proper dps (unlike most games using this archetype as a healer) and an actual mage that uses Light-based magic INSTANT attacks.

Gw1 monk spite, and that Ray of judgement was pretty destructive.

Awesome against crowds and JQ cap.Try using elemental water magic to slow down foes, or mesmer hex to slow down or rupt to knock down, quick follow by ray of judgement.Absolute power.I used to really annoy warriors in jq with rupts and ray of judgment.But yeah. A light magic user would be cool.

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What about...

  1. Gladiator

    • Soldier profession.
    • Weapons: Trident, spear, sword, hammer, mace.
    • Specific skills: shouts.
    • Gameplay: control, buff allies, duelist, tanky, taunts foes.
    • Main buffs: stability, protection, fury, retaliation, resistance.
    • Main conditions: taunt, cripple, bleeding, immobilize.
  2. Explorer

    • Traveler profession.
    • Weapons: pistols, torch, rifle, sword, focus.
    • Specific skills: tricks, special weapon kits "artifacts", signets.
    • Gameplay: very mobile, can use his "artifacts" to gain new weapon skills.
    • Main buffs: swiftness, alacrity, protection, might.
    • Main conditions: vulnerability, immobilize, criple, slow, burning, confusion.
  3. Oracle

    • Scholar profession.
    • Weapons: staff, sword, focus, dagger.
    • Specific skills: tricks, curses, shadow magic.
    • Gameplay: fast attacks, debilitating conditions, corrupt boons.
    • Main buffs: quickness, swiftness, aegis,
    • Main conditions: blind, weakness, torment, vulnerability.
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Minstrel

Main mechanism: Chorus:

  • F1: Chorus of restauration: For 10s, whenever you use an aria heal up to 5 nearby allies and refresh the duration of the chorus.
  • F2: Chorus of aggression: For 10s, whenever you use an aria deal damage to nearby foes and refresh the duration of the chorus.
  • F3: Chorus of salvation: for 10s, whenever you use an aria cleanse condition to nearby allies and refresh the duration of the chorus.

Unless traited, only one chorus can be active at any given time. Arias are part of the weapon skills/kit skills. No weapon swap available since there are kits.

Main hand: dagger (900 range throwing weapon), mace (melee) and sword (melee).Off hand: shield (melee), focus (900 range) and warhorn (600 range).2 handed weapon: staff (1200 range).

Utility skills:Shout, Signet, Mantra, Instrument Kit (flute, violin, guitar, tambour...), tricks

Traitlines:Singer: Damage traitlineJuggler: Precision/expertise traitlineEntertainer: defensive/CC traitlineMaestro: support traitlineChorist: Mainly buff chorus (main mechanism)

E-spec (1): Bard (Modify chorus into Balads giving raw stats while active: Balad of vitality, Balad of expertise and Balad of concentration. Shortbow/glamour)E-spec (2): Scald (Modify chorus into Warchants weakening foes: Poisonous chant, weakening chant, restraining chant. Hammer/command)E-spec (3): Solist (Modify chorus into Leitmotivs restraining the arias effects to single target, self or foe, and making them more potent. Axe/deception)

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