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Elite spec Speculations and desires


Lily.1935

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Yeah, I don't disagree. Conceptually, I think the mesmer is supposed to encompass both resource manipulation and deception, but in practice, GW1 didn't allow for much space for deception, while GW2 doesn't have a universal resource to manipulate apart from skill recharge. GW1 also allows for highly specialised skills (such as adrenaline denial which in the original release only worked against warriors) while GW2 usually doesn't have space for skills that specifically target a particular profession, especially since NPCs don't formally have professions according to game mechanics in GW2 (even if a lot of them obviously are members of specific professions thematically).

Hex fields kinda sound like what some of the glamours were originally trying to do. Want to use projectiles? Feedback will send those projectiles back at your face. Want to use boons and conditions? Null Field says hi. Mind you, there could be room to have other things in this sort of theme. For instance, consider things like Kalla's spirits, particularly the elite and the bleed spirit that practically nobody uses - mesmers might be able to summon something equivalent, but instead of linking to allies to buff them, it links to enemies and generates an effect when the enemy sets of a particular trigger. Fragility, for instance, could become an example that causes enemies under its influence to take damage whenever they gain or lose a condition, which can be countered by destroying the entity that's generating the effect or moving out of its zone, while an Empathy might cause the player to receive a proportion of the damage they dish out (similar to GW1 Pain Inverter).

(I would note that I don't think Livia using Fragility necessarily means that it's moving into GW2 necromancer - GW2 Livia seems like she's (still) a full N/Me, and possibly has other abilities given that ArenaNet has indicated that the main barrier in the present day to learning multiple professions is having the time to do so. IIRC, she uses illusion in Sea of Sorrows as well.)

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Okay, as an elementalist main this needs to be finally said by someone: The concept of longbow elementalist is fundamentally terrible from a base level and will further alienate an entire subset of people who want to play a game like GW2. Stop proposing longbow elementalist please, for the health of the game. There needs to be a proper (viable) "wizard" class in the game, and right now if someone were to ask me what that is in GW2 I would say go play a different game unfortunately.

No other class really holds the "wizard" mantle like ele does, yet it fails to have a single solid spec that isn't functionally a melee spec. The addition of swords into the class was fine so long as they didn't focus on it. This is because it does not generally cater to the type of person who would deliberately seek out this archetype of class. There has been far too much "subversion of expectations" and that is not always a good thing. Is it weird to see a wizard jump around with a sword? Yes. very strange, very unique. Not what people whom are looking to play that archetype want. Seeing a wizard use a bow is even worse.

What about staff? It is incredibly finicky to use and I would honestly say is one of the worst general use weapons in the game as it requires the player to be competent with the 'look behind' and 'about face' commands. The fact that it has been terrible for a quite a while is not withstanding.

This game needs something to entice a player who wants to play a long range 'Wizard' type character. As someone who can self identify as one of those people, the game is really lacking. Stop proposing longbow elementalist please. Stop making every class a universalist. It detracts from what makes each class unique, and waters down the flavor of each until every class is bland and uninspired.

Could you make a longbow elementalist? Yes. Should they do it? Absolutely not. The classes NEED less "subversion of expectations". It makes the game that much harder to get into. The best tank for a long time was a cloth armor wearing magic using duelist. That is not a good thing, and is a large barrier to entry/return. Give warriors a big ol tanky spec. Do the same for guardians. Don't you dare give a bow to your friendly neighborhood wizards. :(

Sincerely,All the magic users who do NOT want to use a friggin' bow. We would have picked ranger if we wanted that.

EDIT: If the goal is to add every option to every class, then I guess that is okay? But it is ONLY okay to do so once the core archetype the class represents is functioning on a solid level (like, actually receives routine attention from devs) so that seekers of that archetype have an established foothold. Otherwise you are alienating thousands and thousands of people. I would only really feel okay with a bow if the elite spec catered more heavily to the staff or scepter - and at that point, why even bother with the bow? Preferably make it a torch spec, or remove the new weapon 'need' entirely.

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@Affinity.7253 said:Okay, as an elementalist main this needs to be finally said by someone: The concept of longbow elementalist is fundamentally terrible from a base level

Why?

@Affinity.7253 said:There needs to be a proper (viable) "wizard" class in the game

Why does there?

@Affinity.7253 said:No other class really holds the "wizard" mantle like ele does, yet it fails to have a single solid spec that isn't functionally a melee spec.

Staff Tempest.Scepter Tempest.Scepter Weaver.

@Affinity.7253 said:Is it weird to see a wizard jump around with a sword? Yes. very strange, very unique.

Not really. Spellblades have been a staple of RPG's for literally years. Heck, even popular media has them for example, Gandalf used a sword and a staff.

@Affinity.7253 said:Not what people whom are looking to play that archetype want. Seeing a wizard use a bow is even worse.

So... Don't use a bow? Problem solved.

Having an E-Spec with a Longbow on Elementalist, doesn't stop them from being able to use Staff or Scepter.

@Affinity.7253 said:This game needs something to entice a player who wants to play a long range 'Wizard' type character. As someone who can self identify as one of those people, the game is really lacking. Stop proposing longbow elementalist please. Stop making every class a universalist. It detracts from what makes each class unique, and waters down the flavor of each until every class is bland and uninspired.

So... What weapon do you want for Elementalist?

Rifle?Pistol?Axe?Mace?Hammer?Greatsword?Shield?

Those are the only weapons left that Elementalist could get.

Which of those is the most "Wizard-y" to you?

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@Affinity.7253

I have to agree with Taril here.You say that it waters down the thematic of elementalist as a true magic user, but elite specs come with a new weapon and take a look at the weapons elementalist doesn't have available yet:axe, mace, pistol, shield, torch, greatsword, hammer, longbow, rifle, shortbow

Which of these weapons do you think would carry your magician feeling? The actual magic weapons (staff, scepter, focus) can already get used by the elementalist.The only weapon which could slightly hit that magician feeling you are asking for could probably be torch. But I don't know if you would be really happy with a torch.

And there are many different magic using archetypes, not just the classic staff using old mage.Taril already mentioned spellblades, which are a common trope. Arcane Archers are another trope which are quite popular. And it is especially fitting in an Asian scenery like we are getting with the Cantha expansion. Hence why I came up with that idea, since Kyudo in Japanese culture is a combination of archery and spiritual training.

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Gw2's elementalist use weapons as a medium to cast elemental spell, I don't see why longbow would be a worse medium than any other. That said, granted that there is already a conjured bow, I'd bet on rifle over it.

It's out of context, but my train of thought made me wonder why ANet didn't "sacrificed" the elite skill slot for an e-spec mechanism. (Well, with how poor some core "elite" skills are, I guess it wouldn't be much of a "sacrifice")

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Aside from just adding elites, I think A-Net should add some story content or adventure to being a particular profession and gaining an elite specialization. It's funny that the things that matter the least to your character, like all the things that make up your bio, actually has more content for you in your personal story than the thing that actually matters the most in this game, which is your career. I think they should they should add profession trials, almost like a basic training story to each profession. They should also make trails for each elite, that allow you to learn the history and significance of the specialization. I think this would add more depth to each profession and elite spec. On a side note, I know this has been talked about for years now, but I really wished the changed the name of the Dragon Hunter. To this day, it's still not fitting Nothing about that elite screams Hunting Dragons. I can understand that they may want to avoid any religious theme names since Guardians appear to be the closest thing to a spiritual or holy warrior. I think at this day and time, no one other than A-Net, would fight to keep that name.

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@"VocalThought.9835" said:Aside from just adding elites, I think A-Net should add some story content or adventure to being a particular profession and gaining an elite specialization. It's funny that the things that matter the least to your character, like all the things that make up your bio, actually has more content for you in your personal story than the thing that actually matters the most in this game, which is your career. I think they should they should add profession trials, almost like a basic training story to each profession. They should also make trails for each elite, that allow you to learn the history and significance of the specialization. I think this would add more depth to each profession and elite spec. On a side note, I know this has been talked about for years now, but I really wished the changed the name of the Dragon Hunter. To this day, it's still not fitting Nothing about that elite screams Hunting Dragons. I can understand that they may want to avoid any religious theme names since Guardians appear to be the closest thing to a spiritual or holy warrior. I think at this day and time, no one other than A-Net, would fight to keep that name.

How else would you name the elite spec if not dragon hunter?I personally don't mind the name, they are using bows and traps, which is fairly fitting for a "hunter" archetype.And considering that our characters already managed to kill 3 elder dragons successfully, I think it qualifies that this elite specs claims to "hunt dragons". ^^

Agree on the whole trial thing, tho.Unlocking an elite spec should be exciting and something you are working for (and also get some lore). But currently, I have enough hero points to just immediately unlock the next elite spec they are throwing at me and even have alot of spare points.

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@Kodama.6453 said:

@"VocalThought.9835" said:Aside from just adding elites, I think A-Net should add some story content or adventure to being a particular profession and gaining an elite specialization. It's funny that the things that matter the least to your character, like all the things that make up your bio, actually has more content for you in your personal story than the thing that actually matters the most in this game, which is your career. I think they should they should add profession trials, almost like a basic training story to each profession. They should also make trails for each elite, that allow you to learn the history and significance of the specialization. I think this would add more depth to each profession and elite spec. On a side note, I know this has been talked about for years now, but I really wished the changed the name of the Dragon Hunter. To this day, it's still not fitting Nothing about that elite screams Hunting Dragons. I can understand that they may want to avoid any religious theme names since Guardians appear to be the closest thing to a spiritual or holy warrior. I think at this day and time, no one other than A-Net, would fight to keep that name.

How else would you name the elite spec if not dragon hunter?I personally don't mind the name, they are using bows and traps, which is fairly fitting for a "hunter" archetype.And considering that our characters already managed to kill 3 elder dragons successfully, I think it qualifies that this elite specs claims to "hunt dragons". ^^

Agree on the whole trial thing, tho.Unlocking an elite spec should be exciting and something you are working for (and also get some lore). But currently, I have enough hero points to just immediately unlock the next elite spec they are throwing at me and even have alot of spare points.

I would call them Legion, Paragon, or Seraph. Those I feel are more fitting to the abilities and more suited to the Profession.

I think it should be more to unlocking an elite than just hero points. I think if you have enough hero points, it should open up a trail for you to complete where you go to a place on the map to learn about the elite and complete a mission that teaches you the skills.

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I posted these on another thread a while back but here are some of my ideas (Fair warning, some of these are still works in progress and are subject to change)

  1. Guardian/Avenger: dps-focused spec. Gains an off-hand sword, shoulder armor, plus an overload ability for their virtues similar to Tempests. The drawback is that they can only focus on one virtue at a time, but once charged they can release an AoE field that has different effects depending on the virtue used. For Justice, it's damage/burning, Resolve gets healing/condi cleanse, and Courage gets stability/resistance

  2. Revenant/Savant: dps_focused (plus some condi) spec. Gains either scepter, focus, or dagger* and helm armor(maybe). Channels the legends of golemancers, Oola and Zinn and summons a large classic golem Gains unique skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and golem to siphon health and convert boons into conditions. Utility skills center around command skills that order your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas amd rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet.

  3. Warrior/Monk: Support-focused spec. Gains melee staff, glove armor, and mantra skills

  4. Engineer/Apothecary or Aethermancer: Apothecary: condi-focused spec. Gains a torch, and new utility skill, Chemicals. These behave like Thief's venom skills in that using them can add additional conditions to your weapon skills or create aoe fields that can harm enemies and buff allies. Brings back old traits Acidic Elixirs and Acid coating.Aethermancer: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as Aethermancers. Gains main-hand mace and glove armor. weapon summons (either like guard's spirit weapons) for utility skills

  5. Elementalist/Spellslinger: Gains dual pistols and helm armor.

  6. Ranger/Warden: Wardens were mysterious creatures that protected the Echovald Forests of Cantha. Now Rangers can learn their secrets and carry on their legacy of defending nature from those who would exploit it. Dps/CC-focused spec. Gains hammer and boot armor, as well as Rage utility skills. Build energy during combat to use unique skill to temporarily transform into large tree monster.

  7. Thief/Duelist**: Gains off-hand sword and glove armor.

  8. Mesmeror/Shinobi: Shinobi gains dual daggers.

  9. Necromancer/Deathblade or Executioner: Deathblade gains main-hand sword while Executioner gains hammer.

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@Taril.8619 said:Why does there?

Like I said in my post, for the same reason there needs to be an archetypical fighter, or ranger, or rougish class. Some people WANT to play this class. Not having it deliberately cuts them out and alienates them. This isn't "attempting to cater to everyone" this is attempting to cater to the core proponents of a fantasy game. Alienating them from a fantasy MMO is ridiculous.

@Taril.8619 said:Staff Tempest.Scepter Tempest.Scepter Weaver.

Again, like I said in my post - viable non-melee spec. Tempest is functionally a melee spec requiring one to get into melee range with others to be useful. Scepter weaver is in no way viable outside of WvW (or sPvP if you are being REALLY cheeky with a no longer viable spec.) Anet has never once tried to make scepter weaver viable in a broad spectrum, which was fine due to its capabilities in PvP. Now days, not so much.

@Taril.8619 said:So... Don't use a bow? Problem solved.

Having an E-Spec with a Longbow on Elementalist, doesn't stop them from being able to use Staff or Scepter.

No, you're right it doesn't. However, every non 'Wizard/Caster' spec that is added to elementalist diverts a SIGNIFICANT amount of resources away from keeping the core archetype of play usable. See the current game where sword weaver is completely dominant for proof. Adding a bow even further reduces the chance that Anet can keep the 'wizard' archetype relevant.

@Taril.8619 said:So... What weapon do you want for Elementalist?

Rifle?Pistol?Axe?Mace?Hammer?Greatsword?Shield?

Those are the only weapons left that Elementalist could get.

Which of those is the most "Wizard-y" to you?

For the last time... I said in my post already :(. Torch would probably be the best given the circumstances. I am also not sure why elite specs need to keep adding weapons to classes. Not every class needs to be a universalist. I'm sure you could find a reason to give a staff to a warrior. Will it be significantly different from daredevil? Probably not. Making BOTH classes less unique, but even worse, detracting resources from their core archetype.

Please don't act like this all happens in a vacuum. Adding any elite specialization to a class will objectively make all other specs worse over the course of the game due to the limited amount of time devs have to work on and update individual previous specs. The theory is that adding an elite spec elevates the class as a whole, which they usually do. But when that elite spec is centered around a completely off brand concept like a bow for a wizard, it diverts the entire class in that direction. Tempest turned every weapon into a melee weapon. Weaver was actually a decent addition, but as time marched on, only sword weaver was kept up to date, pulling the class closer to a melee class.

Sorry if this is coming off as combative, but I like this game and I have seen the player base offer up some genuinely poor ideas without significant deeper thought into how those ideas impact the game as a whole, its image, and its place in the MMO landscape. Many of these ideas will only further isolate this game into an obscure niche. Subverting the fantasy tropes is not always 'cool and interesting.' If the core of those tropes don't really exist, you have nothing to subvert. It's just making weird things for the sake of making weird things. Had the core class archetypes of the fantasy genre been fully catered to thoroughly in GW2, we wouldn't be having this conversation.

In truth, all Anet needs to do is make sure Ele staff is always viable and interesting. And tanky warrior/guardian are always viable and interesting. And long ranged bow using ranger is always viable and interesting. And sneaky thief is always viable and interesting. These types of core archetypes CANNOT fall into disuse at risk of failing to actually appeal to fantasy fans. That's not even mentioning how tanky warrior/guardians don't even exist in PvE yet.

I don't flat out hate the idea of giving a bow to elementalist. It's not my thing, but there's no reason to not have an arcane archer. However, you need to look at the current game and gaming landscape to understand why implementing it here and now is a really bad idea.

Anyway that's my bit. Take it or leave it. I would encourage everyone to REALLY think through their ideas before proposing them / combating others. How would they impact the systems in the game. How would they be implemented. How would their implementation effect the rest of the game. etc.

EDIT: for clarity

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@"Affinity.7253" said:In truth, all Anet needs to do is make sure Ele staff is always viable and interesting.

Sounds like this is the main problem, really. And the current situation is a little unusual - staff has pretty much ALWAYS been a good pick in PvE apart from the last year, and sat at optimum DPS in raids for a long time... which, IIRC, is why it got nerfed. "Interesting" is, of course, subjective - staff ele isn't really a playstyle that excites me all that much personally - but it's been viable for most of the game's run, and viability is a matter of finding the right balance in buffing it back up. It probably is fair, though, for melee DPS options to out-DPS a 1200 range AOE-oriented weapon, so expecting staff to come back in raids might be expecting the unlikely. It does seem that it's still used in open world and WvW, which have the conditions where you'd expect it to shine without being just plain better than the melee and (relatively) single-target options.

I don't think the 'classic mage' archetype really benefits from blocking new weapons, regardless of whether the weapon fits the archetype or not. Most elite specialisations aren't defined by their weapons and work just fine with core weapons, and in many cases the elite specialisation weapon is only used for specialised builds. The big issue is just that Weaver and Tempest are both largely optimised for being in the thick of the action (less so for Weaver), but, hypothetically speaking, an elementalist elite spec with a ranged two-handed or mainhand weapon is probably still going to bring utilities and traits that are useful for staff and scepter.

(Incidentally, I'd also note that it's theoretically possible that ArenaNet could introduce mace or hammer but have them behave as essentially an alternative form of scepter and staff respectively. Possibly not hammer, since I'm not sure all of the hammer handles are long enough, but a mace could certainly work as a scepter with a bit more weight to it.)

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@Affinity.7253 said:

@Taril.8619 said:Why does there?

Like I said in my post, for the same reason there needs to be an archetypical fighter, or ranger, or rougish class. Some people WANT to play this class. Not having it deliberately cuts them out and alienates them. This isn't "attempting to cater to everyone" this is attempting to cater to the core proponents of a fantasy game. Alienating them from a fantasy MMO is ridiculous.

But GW2's entire thing is that "Classes" are more defined by your build than by what your proffession is.

Which is why we have things like Mesmer which can tank. Ranger which can heal.

Literally, one of the main selling points of the game as I recall from 8 years ago, was that your skills were defined not by the class you picked, but by the weapons you chose to use.

Ergo, if someone wants to play a "Wizard", they have options like Staff or Scepter Elementalist. Then, depending on how they view a generic term like "Wizard" it could even include things like Scepter/Torch Scourge, Staff Druid, Scepter/Focus Dragonhunter which all use a lot of magical attacks in theme for Wizard (If using D&D as a basis for the term)

@Affinity.7253 said:

@Taril.8619 said:Staff Tempest.Scepter Tempest.Scepter Weaver.

Again, like I said in my post - viable non-melee spec. Tempest is functionally a melee spec requiring one to get into melee range with others to be useful. Scepter weaver is in no way viable outside of WvW (or sPvP if you are being REALLY cheeky with a no longer viable spec.) Anet has never once tried to make scepter weaver viable in a broad spectrum, which was fine due to its capabilities in PvP. Now days, not so much.

Ranged Tempest is plenty viable for most content.

Scepter Weaver is viable in most content, OW PvE, Fractals and Raids.

Unless you are equating "Viable" to mean "Optimal". In which case, no these are not "Optimal" they're not Snow Crows number 1 benchmark OP OP super-mega-gosu-PvE meta builds.

But asking for a thematic build to also be an optimal build is asinine. Since the very nature of optimizing means you sacrifice any personal taste for what is objectively the strongest. Hence why the "Meta" for optimized content revolves around Dragonhunter, Firebrand, Renegade, Druid and Chronomancer.

@Affinity.7253 said:

@Taril.8619 said:So... Don't use a bow? Problem solved.

Having an E-Spec with a Longbow on Elementalist, doesn't stop them from being able to use Staff or Scepter.

No, you're right it doesn't. However, every non 'Wizard/Caster' spec that is added to elementalist diverts a SIGNIFICANT amount of resources away from keeping the core archetype of play usable. See the current game where sword weaver is completely dominant for proof. Adding a bow even further reduces the chance that Anet can keep the 'wizard' archetype relevant.

But that implies that things like Scepter and Staff are unusable on the E-Specs. When they not only are usable, but are actually good (Scepter and Staff being the best choices for Tempest in PvE, Staff being the best choice for all Ele specs in WvW)

Not only that, but you're ignoring the potential that a new E-Spec might actually have synergy with these weapons even if the unique weapon of the spec is different. I.e. If Ele gets a Longbow E-Spec, it might actually focus around ranged combat and thus give benefits to using Staff and Scepter at range.

@Affinity.7253 said:I am also not sure why elite specs need to keep adding weapons to classes.

Because it adds hype and makes things more interesting for players who get to make more builds and have access to more unique archetypes.

@Affinity.7253 said:Not every class needs to be a universalist. I'm sure you could find a reason to give a staff to a warrior. Will it be significantly different from daredevil? Probably not. Making BOTH classes less unique, but even worse, detracting resources from their core archetype.

I can think of ways to give Staff to Warrior while making it incredibly different to Daredevil.

Warrior with Staff - Tactician. E-Spec focused around party support. Skin of staff = Banner. Staff provides buffs to allies, debuffs to enemies as they use it to rally allies and give orders.

See, very different to the jumpy/flippy/acrobatic Daredevil staff. As well as being different to Ele staff which summons the elements to bombard foes and heal allies, Necro staff which conjures marks to debilitate foes, Guardian staff which conjures healing for allies and walls of light, Mesmer staff which confuses everyone, Revenant staff which smacks people around and makes healing orbs and Druid staff which uses nature magic to heal allies and root enemies.

@Affinity.7253 said:Please don't act like this all happens in a vacuum. Adding any elite specialization to a class will objectively make all other specs worse over the course of the game due to the limited amount of time devs have to work on and update individual previous specs.

But this is beside the point.

This thread is about speculations of E-Specs and peoples wishes if a 3rd E-Spec is released to the game.

Arguing about the problems that can occur if too many E-Specs exist is a completely different topic, one that players aren't really in the best place to comment on either since ANet will be the ones with the information as to how many specs they can feasibly balance and how much time they want to spend on balancing previous E-Specs.

Personally, in many cases, I would prefer if ANet forwent additional E-Specs for the time being and instead did a rebalance of many Core weapons, Specializations and Utilities which are lacking especially in recent times after they've introduced a lot of powercreep in terms of access to boons (From things like Might/Swiftness/Fury being very prominent, to stuff like classes who can maintain permenant Quickness/Alacrity on multiple players which devalues all of the Traits and utilities that only provide a few seconds worth of these boons with long cooldowns)

However, that's a totally different topic (Also one that would meet the wall of "ANet needs to make money. Rebalancing existing stuff does not make money. Selling Expansions with brand new E-Specs in makes money" that is a basis of the likely reasons behind neglecting existing content and focusing on churning out new stuff)

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@Lily.1935 said:Kinda on the back foot in discussion at the moment it seems but I'd like to talk about this as speculation and seeing what others desire is a fun topic. I'd like to discuss what people would like to see. If its based on What theme you want to see or what you want mechanically, discuss both. I'm going to list some general ideas of what I'd like to see for each of the classes.

Warrior

For warrior what I'd like to see is something I personally wouldn't like to play but I know people would enjoy. I'd like to see a tank elite spec. Something to really push them as one of the classes to pull and hold aggro. I preface this with that I feel GW2's aggro system should be changed from a focus on toughness to a more threat generation system in which all skills either generate threat or decrease threat so that a tank has to dedicate themselves to building threat which I feel warrior would be right at home with. Which could be fun to have warrior have a adrenaline skill that generates a lot of threat and causes taunt. However, if the system was changed, I could see Spellbreaker filling a tank role very well and I'd be pretty happy to have that on my team.

Another option I'd like to see is perhaps a war mage type spec which converts adrenaline into spell like abilities the warrior can use to strike foes with bursts of damage. Maybe that's a bit out there, but i almost never play warrior so I'll just say I'd much prefer to hear what warrior mains or off mains want as opposed to me who honestly probably wouldn't touch the class.

Guardian

Guardian its going to be much the same as warrior. I'd like to see them also get a tank elite spec. I'd prefer them to be a bit worse at holding aggro but offer a little bit of support, no more than normal guardian but letting them mix a little without the heavy support tanking we've had in the past. So something more akin to a paladin or cleric you'd see in DnD. Giving them some form of cover abilities to aid allies along with their normal cover abilities.

Revenant

Revenant I'd honestly like to see a high Melee power DPS spec. Something that serves Melee combat really well, so giving them something like a greatsword and channel, say, a Norn or tengu legend could be quite good. It could be interesting if they got some form of ability to swap your weapon skills based on your attuned legend as well as your utility skills by using your F2 ability, but that might be a bit complex. But that could be unique as you gain a whole host of abilities. I really like Revenant and it would be nice to see their Melee prowess served much better by its elite spec than it has been in the past.

Ranger

A lot of people will probably disagree with me on this, but I would really like to see a Pack leader elite spec where you have a small pack of Pets of the same species to fight your foes for you. A heavy ranged focus elite spec that can't swap pets, but rather gains command skills or something like that that allows you to act as a sort of Control/support spec. It would be an interesting change of pace for them that could allow for some unique shenanigans. There is the issue with pet swapping, so i'm not too sure. I'd go for scepter+focus combo for this spec.

I like Ranger, I don't get to play them much since I like Druid and our guild is filled with druid so I often have to play DPS which I don't have proper gear for and its doesn't have my play style. But I'm sure some ranger players have some way better ideas than me.

Thief

Thief has a lot of DPS as it is. So yet another DPS spec might be a bit more of the same. This isn't a problem per say, a DPS condi spec that focuses on poison could be really cool and I'd be on board with that as I'm sure some thieves would be. One sort of spec I would like to see for thief is a sort of Shadow mage support spec that specializes in unique shadow magic that allows allies to flank enemies and offers them the ability to teleport enemies. There isn't a reason that a condi spec and a shadow mage spec couldn't be the same spec, but it was an idea I would like to see. For weapons I would like to once again see scepter/focus. Thief has had the unfortunate habit with their elite specs giving them weapons which don't give them dual skills. Thief getting a tone more dual skills would be really nice in my opinion.

I'll address the spec a lot of players want, which is the assassin. And you know what? Fair! Having an off hand sword with main hand sword sounds cool enough. The big issue I see with it is that it doesn't really add much to thief or change anything as Thief is almost completely superior to GW1 Assassin. Well, except for the Shadow form tank assassin, but I don't think that's really what people would desire. Unless you would? IDK, let me know.

Engineer

Engineer, my second love, I have a lot I'd like to see with Engineer. But I do feel that Engineer absolutely needs to have a ranged spec. Both Scrapper and holosmith are both melee specs with holoforge being a melee weapon swap ability. It would be nice to see a Elite spec that Focuses on Minions... Yeah I know people don't like AI stuff, but boy do I love the idea of having my Golemmancer with a staff that shoots lasers. Send in minions which could have more versatility than necro minions due to the Toolbelt skills. Alternatively I wouldn't be opposed to having an elite spec that completely changes how the toolbelt works. But I digress.

A chemist spec could be interesting as well but I'd prefer elixirs be reworked into something more interesting and useful before this. But Chemical arrows could be fun with a longbow or short bow.

Elementalist

With elementalist we have the Overcharge sorta support spec, the fusing elements spec, and the one I'd like to see is the specialist type spec. I'd like to see an elite spec which removes Elementalist from being able to swap attunments but rather the F1-4 skills become Elemental spell type abilities which can enhance whatever element you're currently locked into. You'd still get the attunment swap and for traits if you're, say, locked into fire skills and you use the Air skill for the air traits it'll be as though you are in air but the reduced cooldown on the skills wont occur. But I wouldn't take swapping away without giving something else in return. I'd also like to see this sort of spec gain weapon swap.

I'm a simple girl at times. Sometimes I just want to throw a fireball. I've also heard people talk about the desire of having a 5th element. Which I would be down for for sure.

Necromancer

For the necromancer, this is probably the one I have the most to say about since she is my main. I wont say too much though since there's just WAY WAY too much I actually want and none of it I want on a single spec. So to put it in perspective, I'd like a proper healer spec, so like a shaman with Spirits. I'd love to gain a Sort of spectral shroud which gives me access to primarily supportive abilities that allows me to properly heal people as opposed to the barrier priest the scourge is. It wouldn't replace the scourge but offer a different role. i've made some older posts about that but we'll move on. Another spec I'd love to see is the Minion Master elite spec where they replace their shroud with conjuring a decent number of minions through skill 1 and use the other 4 skills as a means to command them into battle. Having a shield with that spec would be nice, but I'm warming up to the idea of a hammer. Lastly there is the Highly self damaging Blood thirsty Vampire spec that I'd like to see that sacrifices large chunks of their own health to modify their DPS giving necromancer a proper DPS spec that is both high risk and high reward.

Mesmer

Mesmer is one of those classes I want to love, but I struggle to enjoy it as much as I did in GW1. This issue I have is more because of its similarities to Assassin and Thief because I feel its a bit more Melee and tricksy than controlling and tricksy. So My personal preference for a Mesmer elite spec would be to push an Elite spec that is far more in line with the Guild Wars 1 builds the mesmer was famous for. I've made Posts about a Siren elite spec which is a DPS and control spec which could change the shatters into Ground Target AoE short lasting Hex like effects. Or even converting the Phantasms into these AoE hex like abilities. I like the idea of having the ability to create these Hex like abilities as well as just having a Field control type spec that really embodies the idea of Mass Hysteria. Covering a point for a short duration with an AoE hex like ability could be really fun. Punishing foes for daring to look funny at you.

These are sorta the things I'd like to see. What about you? What would you like to see?

People already complain about ranger pets, I mean even pets that are the same as mobs you fight in Kryta and they apparently completely destroy them. Even if you reduced the pets down to being similar to Mesmer clones, I think it would be a problem not so much for rangers but for everyone else who are elite PvPers that get destroyed by open world mobs designed to be fought by new characters. I just don't want it to reach a state of the pets feeling like a handful of miniatures that follow you and do nothing much, as it is it's a struggle to make the pet relevant with the exception of a CC or a skill utilized by merging with it.

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@Strider.7849 said:

@Lily.1935 said:Kinda on the back foot in discussion at the moment it seems but I'd like to talk about this as speculation and seeing what others desire is a fun topic. I'd like to discuss what people would like to see. If its based on What theme you want to see or what you want mechanically, discuss both. I'm going to list some general ideas of what I'd like to see for each of the classes.

Warrior

For warrior what I'd like to see is something I personally wouldn't like to play but I know people would enjoy. I'd like to see a tank elite spec. Something to really push them as one of the classes to pull and hold aggro. I preface this with that I feel GW2's aggro system should be changed from a focus on toughness to a more threat generation system in which all skills either generate threat or decrease threat so that a tank has to dedicate themselves to building threat which I feel warrior would be right at home with. Which could be fun to have warrior have a adrenaline skill that generates a lot of threat and causes taunt. However, if the system was changed, I could see Spellbreaker filling a tank role very well and I'd be pretty happy to have that on my team.

Another option I'd like to see is perhaps a war mage type spec which converts adrenaline into spell like abilities the warrior can use to strike foes with bursts of damage. Maybe that's a bit out there, but i almost never play warrior so I'll just say I'd much prefer to hear what warrior mains or off mains want as opposed to me who honestly probably wouldn't touch the class.

Guardian

Guardian its going to be much the same as warrior. I'd like to see them also get a tank elite spec. I'd prefer them to be a bit worse at holding aggro but offer a little bit of support, no more than normal guardian but letting them mix a little without the heavy support tanking we've had in the past. So something more akin to a paladin or cleric you'd see in DnD. Giving them some form of cover abilities to aid allies along with their normal cover abilities.

Revenant

Revenant I'd honestly like to see a high Melee power DPS spec. Something that serves Melee combat really well, so giving them something like a greatsword and channel, say, a Norn or tengu legend could be quite good. It could be interesting if they got some form of ability to swap your weapon skills based on your attuned legend as well as your utility skills by using your F2 ability, but that might be a bit complex. But that could be unique as you gain a whole host of abilities. I really like Revenant and it would be nice to see their Melee prowess served much better by its elite spec than it has been in the past.

Ranger

A lot of people will probably disagree with me on this, but I would really like to see a Pack leader elite spec where you have a small pack of Pets of the same species to fight your foes for you. A heavy ranged focus elite spec that can't swap pets, but rather gains command skills or something like that that allows you to act as a sort of Control/support spec. It would be an interesting change of pace for them that could allow for some unique shenanigans. There is the issue with pet swapping, so i'm not too sure. I'd go for scepter+focus combo for this spec.

I like Ranger, I don't get to play them much since I like Druid and our guild is filled with druid so I often have to play DPS which I don't have proper gear for and its doesn't have my play style. But I'm sure some ranger players have some way better ideas than me.

Thief

Thief has a lot of DPS as it is. So yet another DPS spec might be a bit more of the same. This isn't a problem per say, a DPS condi spec that focuses on poison could be really cool and I'd be on board with that as I'm sure some thieves would be. One sort of spec I would like to see for thief is a sort of Shadow mage support spec that specializes in unique shadow magic that allows allies to flank enemies and offers them the ability to teleport enemies. There isn't a reason that a condi spec and a shadow mage spec couldn't be the same spec, but it was an idea I would like to see. For weapons I would like to once again see scepter/focus. Thief has had the unfortunate habit with their elite specs giving them weapons which don't give them dual skills. Thief getting a tone more dual skills would be really nice in my opinion.

I'll address the spec a lot of players want, which is the assassin. And you know what? Fair! Having an off hand sword with main hand sword sounds cool enough. The big issue I see with it is that it doesn't really add much to thief or change anything as Thief is almost completely superior to GW1 Assassin. Well, except for the Shadow form tank assassin, but I don't think that's really what people would desire. Unless you would? IDK, let me know.

Engineer

Engineer, my second love, I have a lot I'd like to see with Engineer. But I do feel that Engineer absolutely needs to have a ranged spec. Both Scrapper and holosmith are both melee specs with holoforge being a melee weapon swap ability. It would be nice to see a Elite spec that Focuses on Minions... Yeah I know people don't like AI stuff, but boy do I love the idea of having my Golemmancer with a staff that shoots lasers. Send in minions which could have more versatility than necro minions due to the Toolbelt skills. Alternatively I wouldn't be opposed to having an elite spec that completely changes how the toolbelt works. But I digress.

A chemist spec could be interesting as well but I'd prefer elixirs be reworked into something more interesting and useful before this. But Chemical arrows could be fun with a longbow or short bow.

Elementalist

With elementalist we have the Overcharge sorta support spec, the fusing elements spec, and the one I'd like to see is the specialist type spec. I'd like to see an elite spec which removes Elementalist from being able to swap attunments but rather the F1-4 skills become Elemental spell type abilities which can enhance whatever element you're currently locked into. You'd still get the attunment swap and for traits if you're, say, locked into fire skills and you use the Air skill for the air traits it'll be as though you are in air but the reduced cooldown on the skills wont occur. But I wouldn't take swapping away without giving something else in return. I'd also like to see this sort of spec gain weapon swap.

I'm a simple girl at times. Sometimes I just want to throw a fireball. I've also heard people talk about the desire of having a 5th element. Which I would be down for for sure.

Necromancer

For the necromancer, this is probably the one I have the most to say about since she is my main. I wont say too much though since there's just WAY WAY too much I actually want and none of it I want on a single spec. So to put it in perspective, I'd like a proper healer spec, so like a shaman with Spirits. I'd love to gain a Sort of spectral shroud which gives me access to primarily supportive abilities that allows me to properly heal people as opposed to the barrier priest the scourge is. It wouldn't replace the scourge but offer a different role. i've made some older posts about that but we'll move on. Another spec I'd love to see is the Minion Master elite spec where they replace their shroud with conjuring a decent number of minions through skill 1 and use the other 4 skills as a means to command them into battle. Having a shield with that spec would be nice, but I'm warming up to the idea of a hammer. Lastly there is the Highly self damaging Blood thirsty Vampire spec that I'd like to see that sacrifices large chunks of their own health to modify their DPS giving necromancer a proper DPS spec that is both high risk and high reward.

Mesmer

Mesmer is one of those classes I want to love, but I struggle to enjoy it as much as I did in GW1. This issue I have is more because of its similarities to Assassin and Thief because I feel its a bit more Melee and tricksy than controlling and tricksy. So My personal preference for a Mesmer elite spec would be to push an Elite spec that is far more in line with the Guild Wars 1 builds the mesmer was famous for. I've made Posts about a Siren elite spec which is a DPS and control spec which could change the shatters into Ground Target AoE short lasting Hex like effects. Or even converting the Phantasms into these AoE hex like abilities. I like the idea of having the ability to create these Hex like abilities as well as just having a Field control type spec that really embodies the idea of Mass Hysteria. Covering a point for a short duration with an AoE hex like ability could be really fun. Punishing foes for daring to look funny at you.

These are sorta the things I'd like to see. What about you? What would you like to see?

People already complain about ranger pets, I mean even pets that are the same as mobs you fight in Kryta and they apparently completely destroy them. Even if you reduced the pets down to being similar to Mesmer clones, I think it would be a problem not so much for rangers but for everyone else who are elite PvPers that get destroyed by open world mobs designed to be fought by new characters. I just don't want it to reach a state of the pets feeling like a handful of miniatures that follow you and do nothing much, as it is it's a struggle to make the pet relevant with the exception of a CC or a skill utilized by merging with it.

With that condescension, I wasn't surprised when I scrolled up and saw a ranger symbol avatar...

They're really not the same. Mobs you fight in Kryta go down in a few hits. Ranger pets have comparable health tallies to players which can be reset every fifteen seconds as long as the ranger swaps it out before it actually reaches zero, and soulbeasts don't even have that limitation. Which makes them very hard to counterplay, since it's very rarely worth the effort to try to kill a pet. They're not actually that strong in my experience, it's just that they're something that's hard to actually do anything meaningful about. Most of the time pets actually die, it's because they went onto point and got hit by most of the enemy team's combined area effects and cleave, which isn't really counterplay so much as the same problem a lot of summons have of surviving teamfights, namely dying to collateral damage.

So it's more like fighting a mob that's at least a veteran, on a short respawn timer, while another player is working with the veteran to try to kill you. Said other player does have weaker stats to balance out the add (apart from soulbeasts, which can desummon the veteran to strengthen themeselves, and then pop the veteran back out at full health). The plus side is that if you kill the other player, the veteran despawns... so there's little point in fighting the veteran.

Something which is built around having multiple pets could potentially be balanced by having the deaths of any given one be more meaningful. For instance, each one might go onto its own respawn/recovery timer when it's reduced to zero health, so 'killing' one means that the 'packmaster' ranger has a reduced menagerie for a significant period. They'd also likely have reduced stats individually, so killing one in the first place might be easier.

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@Affinity.7253 said:

In truth, all Anet needs to do is make sure Ele staff is always viable and interesting. And tanky warrior/guardian are always viable and interesting. And long ranged bow using ranger is always viable and interesting. And sneaky thief is always viable and interesting. These types of core archetypes CANNOT fall into disuse at risk of failing to actually appeal to fantasy fans. That's not even mentioning how tanky warrior/guardians don't even exist in PvE yet.

I don't flat out hate the idea of giving a bow to elementalist. It's not my thing, but there's no reason to not have an arcane archer. However, you need to look at the current game and gaming landscape to understand why implementing it here and now is a really bad idea.

Anyway that's my bit. Take it or leave it. I would encourage everyone to REALLY think through their ideas before proposing them / combating others. How would they impact the systems in the game. How would they be implemented. How would their implementation effect the rest of the game. etc.

EDIT: for clarity

It just sounds like a issue with finding Staff build that is fun.

While you may not enjoy the concept of Elementalist going into other type of weapons beyond what you think should be possible, I personally welcome the use of other weapons because the concept of Magic is that the user themselves are the source of the Magic and the weapon is only the conduit to give the Magic form.

Longbow and Shortbow also does fall into Magic users type characters being the Mage that specialize in giving their Magic form of Magic Arrows and Magic Bows. It is a popular Mage type used in certain Fantasy stories and Fantasy RPG for Elf characters and sometimes Mage Human characters.

It is also expected that the Magic bow user would also specialize in new Magic Range type utility skills and even new Magic Range focused Mechanics to replace or add more into Elementalists Core mechanic which also means introducing new Mage/Wizard/Elemental Master Magic Range combat builds for Core weapons as well such as Staff, Scepters, and Focus for Elementalist.

Plenty of players still use their Core Weapons with their Elite Specs as Elite Specs opens up more build diversity based on which combat it focus for Core weapons.

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@Lily.1935 said:

Highly doubtful. The lore of the Ritualist is tied with the spirits, underworld, grenth and their rivalry with the necromancer. We will see Ritualist, no doubt, but as a Revenant elite spec? Doesn't fit. You'd have to warp the ritualist to the point its unrecognizable.

They may not be Ritualist themselves but there is still possible lore for the Ritualist to be a possible Elite Spec for Cantha expansion as currently has stated that the 1st generation of Revenants are searching the world for locations where the Mists are strongest so they can commune with Legends in the Mist and form pacts with them.

For Cantha locations, there are many legends that may become the next Elite Spec for Revenant such as Master Togo (Ideal choice in my opinion if they get a Ritualist Elite Spec), Mhenlo (he spent his years after GW1 being the new master of Shing Jea Monastery with his wife Cynn bu uncertain what type of Elite spec he maybe for.), and Vizu (potential Assassin type Dual Daggers Elite Spec for Revenant).

Absolutely. I have a suspicion Ritualist will influence multiple of the classes in Cantha in some way, if not becoming its own profession. And I honestly think that would be the best marketing pitch Arena Net could make.

"Guild wars 2: Third Expansion. Featuring 9 new elite specs AND the Brand new Ritualist profession!"

Just imagine the hype and fervor the community would go into? Imagine the heads turning towards GW2 as they introduce a Highly desired Class from the first game that would make GW2 the talk of the MMO community.

I don't see any reason behind making a claim that a new class would somehow be better for the game, marketing and generally gaining the attention of "outsiders" any more than the 9 especs would do. There are already "nods" towards ritualist split over few classes, I think suddenly adding it back as a whole at this point wouldn't make much sense -but if that happens, it still probably will be rev espec imo.

Granted this is a lot of work, but Would it create a lot of hype and player retention.

Since when does a new class (even moreso when there's already a high number of them in the game) add "player retention"? That's a wierd statement to make.

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  • 4 months later...

@HotDelirium.7984 said:Engineer- I want a fun- light-hearted spec like Sous Chef- splattering crippling cake-batter, buffing people with sweets (like the Bday gun), and cutting those deep like Gordon Ramsey.lolololol. This gave me a good laugh. As an Engi main, I can't imagine the reaction of other players as they see a Sous-Chef Engi walk up to the Boss and start raining cakes and pastries to great effect (or more like terrible, knowing Anet's dislike for engi). I am not actually opposed to a fun, light-hearted e-spec but I hope its a 4th one rather than in the next expansion.@"Headcase.4618" said:

  1. Elementalist/Spellslinger: Gains dual pistols and helm armor.This is a great idea. The concept of a spellslinger theme is really cool for Elementalist.
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@DemonSage.6317 said:

@HotDelirium.7984 said:Engineer- I want a fun- light-hearted spec like Sous Chef- splattering crippling cake-batter, buffing people with sweets (like the Bday gun), and cutting those deep like Gordon Ramsey.lolololol. This gave me a good laugh. As an Engi main, I can't imagine the reaction of other players as they see a Sous-Chef Engi walk up to the Boss and start raining cakes and pastries to great effect (or more like terrible, knowing Anet's dislike for engi). I am not actually opposed to a fun, light-hearted e-spec but I hope its a 4th one rather than in the next expansion.@"Headcase.4618" said:
  1. Elementalist/Spellslinger: Gains dual pistols and helm armor.This is a great idea. The concept of a spellslinger theme is really cool for Elementalist.

You done necroed my post! Woah!

But as for the sous-chef idea, I think that sort of idea would work better as skill skins. Which has been an idea floating around for a while. Like replacing med kits with cupcakes or turrets in the style of Asura tech.

As for Ele, My my position is evolving. But what exactly would a spellslinger do different than what ele already does?

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Mesmer wishlist for the next e-specShatters no longer relied on for damage or rotation.More confusion & tormentFaster casting utility skills

Other mentions: I’d be okay with a healing focused espec but would prefer a pure damage/condition spec. I don’t want clones to be the focus and would rather them play a part in the background or atleast the back burner.

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Love all of OP ideas.

2 things I would want though.

  1. Mystic Elite Spec for Elementalist. I would love to see the elite spec remove 2 attunment slots, then add weapon swap. The reason is to specialize to your 2 chosen elements. With weapon swap you would have access to 10 weapon skills of one element, and 10 of the other instead of the norm 5 5 5 5. Some sort of Bow would be nice, as well as Marks (Magic Traps) for the utility skills

  2. Shadowmancer Elite Spec for Thief. I would love to see the Scepter given to the thief along slwitj support / Healing skills. The Thief is all offense, and i feel like we will get a healing Espec from a class that don't currently have one, and i think it will be thief. For steal, i would love for it to be ranged and absorb shadow essence from your target. You can then use the shadow essence to cast your static f2-f5 support skills.

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Personally, I feel like engi should get maces and have dual skills depending on mainhand and offhand and be a more versatile elite spec. It just feels a bit more natural given the tinkering. That being said, ranged engi would be fun.

YESSSS!!!!! I would love to have a minion master Ranger. I am torn between choosing different pets for builds all the time and would love to have them all out at once. I like the idea of control/support but scepter/focus doesnt resonate with me personally. I feel like a shield would be nice for the ranger though as it makes them a bit more defensive while the pets do more of the fighting.

Not sure if i follow you with Elementalists, but I think a lot of elementalists want ranged dps as a weapon so longbow/shortbow might work. I am totally behind the fifth element idea which could be arcane though.

I also made a bit of a discussion topic about this spec, if you all are interested in seeing my elite speculations :)

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@Lily.1935 said:

@HotDelirium.7984 said:Engineer- I want a fun- light-hearted spec like Sous Chef- splattering crippling cake-batter, buffing people with sweets (like the Bday gun), and cutting those deep like Gordon Ramsey.lolololol. This gave me a good laugh. As an Engi main, I can't imagine the reaction of other players as they see a Sous-Chef Engi walk up to the Boss and start raining cakes and pastries to great effect (or more like terrible, knowing Anet's dislike for engi). I am not actually opposed to a fun, light-hearted e-spec but I hope its a 4th one rather than in the next expansion.@"Headcase.4618" said:
  1. Elementalist/Spellslinger: Gains dual pistols and helm armor.This is a great idea. The concept of a spellslinger theme is really cool for Elementalist.

You done necroed my post! Woah!

But as for the sous-chef idea, I think that sort of idea would work better as skill skins. Which has been an idea floating around for a while. Like replacing med kits with cupcakes or turrets in the style of Asura tech.

As for Ele, My my position is evolving. But what exactly would a spellslinger do different than what ele already does?

I've actually expanded on it a bit since then. Here's what I've come up with https://en-forum.guildwars2.com/discussion/113030/elite-spec-idea-spellslinger#latest

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@Headcase.4618 said:

@HotDelirium.7984 said:Engineer- I want a fun- light-hearted spec like Sous Chef- splattering crippling cake-batter, buffing people with sweets (like the Bday gun), and cutting those deep like Gordon Ramsey.lolololol. This gave me a good laugh. As an Engi main, I can't imagine the reaction of other players as they see a Sous-Chef Engi walk up to the Boss and start raining cakes and pastries to great effect (or more like terrible, knowing Anet's dislike for engi). I am not actually opposed to a fun, light-hearted e-spec but I hope its a 4th one rather than in the next expansion.@Headcase.4618 said:
  1. Elementalist/Spellslinger: Gains dual pistols and helm armor.This is a great idea. The concept of a spellslinger theme is really cool for Elementalist.

You done necroed my post! Woah!

But as for the sous-chef idea, I think that sort of idea would work better as skill skins. Which has been an idea floating around for a while. Like replacing med kits with cupcakes or turrets in the style of Asura tech.

As for Ele, My my position is evolving. But what exactly would a spellslinger do different than what ele already does?

I've actually expanded on it a bit since then. Here's what I've come up with

How would that work if the ele decides not to use pistols? You're more than welcome to describe it here.

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@Lily.1935 said:How would that work if the ele decides not to use pistols? You're more than welcome to describe it here.

For now I'm considering replacing their other weapon skills with a kind of neutral aether energy in place of the elemental attunements. They can still use the ammo system for their other weapons as well. It's all still a work in progress though, so this might change later

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For MESMER- the Veilborn: "Maybe I was the illusion all along!"Maybe it was a reckless use of mesmer focus on a clone or an accidental blast of arcane energy on your phantasm but one of your illusions becomes PERMANENT holding a kernal of your power. YOU are that clone.

New Weapon: dagger main and/or off.Professional Mechanic: Etherealness: being not entirely real the Veilborn loses one dodge and the ability to shatter.The tradeoff is built into traits and utility skills:the consumption of boons for enhanced effects (lose a boon gain 1,000 health)unique effects from conditions (cripple causes you to heal, fire causes you to inflict chill)enhanced boon durations andpermanent boons (similar to aegis for Guardian)

Elite- I'm real, you know: for the XYZ duration you have your normal two dodges, your health goes back to maximum (and back to original health after the duration ends), and the Veilborn can neither gain nor lose boons for the duration.

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