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Elite Specialization Discussion - End of Dragons


DanielPienaar.8094

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This discussion may be updated as time goes on, but here are some ideas that ArenaNet could employ going forward:

Elite Specialization = ES

Warrior (ES: Battle Master)No need for new weapons, but instead the addition of Elementalist-like Attunements (possibly called Attunements or Battle Stances). There could be 2 or 3 Attunements (i.e. Offense/AoE, Defense/Mobility etc.) which the Warrior could swap to (using F1 and F2 like the Elementalist) that changes the weapon skills of the currently equipped weapon. Just like the Elementalist, the Warrior would only be able to use 1 weapon during combat, and swap to another when out of combat. The Utility skills could be Preparation-type Utilities, where you would activate a skill that would unleash its ability once you have performed a specific action (such as dodge, go through the entire auto-attack chain or launch a foe). This would require adding many new skills to the Warrior's arsenal, but it was successfully done for the Elementalist, and I think this sort of gameplay would liven up the arsenal of abilities Warriors use to obliterate foes. New Greatsword skills to swap between on the Front and Backbar would be an incredibly welcomed change. Maybe even shuffling some of the current skills between the Attunements and then adding some in between may help.

Revenant (ES: Shatterer)Give this Profession the use of a Greatsword, have it a mix between melee combat, and have it a power-based Profession. The Legendary Stance could be one that emulates Balthazar.

Elementalist (ES: ----)The Elementalist loses the use of a user-defined Attunement (chosen in in the Build menu) to enhance other abilities (loss of water = vulnerability and slows on certain skills with possibly some healing on others | loss of fire = might buffs and burning on certain skills | loss of air = stuns, swiftness and knockbacks on certain hits | loss of earth = protection and bleeding on certain hits) and possible extra passive bonuses. The Elementalist gains the use of either Dual Axes or the Longbow as the new weapon for the elite specialization. The Utility skills could mirror the chosen 'lost' Attunement: they could be called Sigils or Marks and the Sigil or Mark would change use based on the aforementioned Attunement loss.

Please comment and add.

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Objectively:

  • Warrior: Way to much work. The warrior is already the profession that have access to the most weapon. New skillsets for each weapon is gonna be both to much work and a mess for balance)
  • Revenant: First the weapon is "flavor", it's not what make an e-spec. Second, Balthazar is to involved into PoF to be an e-spec legend (it wouldn't make sense to have the ability to confront balthazar with it's own power).
  • Elementalist: The core traitline are to tightly bound to attunments and attunment swap to make this idea possible.

Add:

  • Elementalist: [ES: Conjurer] Allow the elementalist to sacrifice one of it's attunment to conjure an elemental spirit that share this attunment with him. It make the elementalist benefit from the passive effects of the elemental spirit attunment but prevent him from going into this attunment and, thus, using the weapon skills of this attunment.
  • Guardian: [ES: Runemaster] The runemaster have it's symbols transformed into unique self-buff, forsaking the damage component to keep the benefit on the move.
  • Necromancer: [ES: Host] The Host is a necromancer that chose to host a parasite within it's body, feeding it life force and blood to cast spells related to this parasite. A spec that forsake the shroud.
  • Ranger: [ES: Shaman] The traditional pets access is lost. Instead this e-spec can chose between 4 pets that are impervious to damage but deal little to no damage themself. Utility skills focus heavily on using this pet as a medium to apply an effect/deal damage.
  • Revenant: [ES: Hunter] Hylek legend, focused on summoning minions beast (similar to necromancer's minions). F2 become a transformation into an hylek form that's fueled on energy (transformation skills cost no energy since there is already the upkeep).
  • Thief: [ES: Shadowbreaker] An e-spec that focus heavily on reveal. Able to add debilitating effects when they apply reveal, gain more benefit when they are under the effect of reveal, increase the duration of reveal... etc.
  • Warrior: [ES: Legionary] A support e-spec with F2 being a song that can be refreshed when using a burst. Utility being commands.
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Warrior will most likely get some healer spec, making him OP support (Banner slave + healing).

Revenant will most likely feature a ranged offensive power option. He already has shiro as legend so...wonder what they'll do there.

Necro will likely feature something conditionally mobile with long range.

Ranger may finally be able to remove boons for a change.

Guardian - Same here, probs a strong ranged spec, since he's a bit hurting there.

Thief - probably unique support spec.

Mesmer - nobody knows what these will be...unless you're a chronomancer and time travel to see...

Ele - don't play it so no idea what it could be.

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Engineer - PlaguedoctorIcon: https://imgur.com/kqiIvK0Plaguedoctors are the descendants of the scientists of the Am Fah, which were trying to use the plague in Cantha to strengthen their cult and claim reign in the city of Kaineng.They experimented with a wide array of diseases, chemicals and other concoctions and modern plaguedoctors are now known to be masters of chemical warfare as well as medicine.

Plaguedoctors are a support elite spec, their focus is on boons they can share with their allies through injections and fumes as well as having some slight healing here and there.Their weapon choice are maces, which they are able to dual wield. Plaguedoctors were always looking for ways to carry as many of their concoctions into the battle as possible, hence why they started to use maces, hollowing out the heads to fill them with their chemicals. Maces are applying different conditions on enemies, primarily confusion and poison.

As utility skills, plaguedoctors might either get corruption skills or preparations.Corruptions go really well with their lore, since the plaguedoctors are handling dangerous chemicals to create great effects. Instead of applying conditions on themselves to cast them, I imagine their corruptions to have a flat health cost, making vitality a desired stat (so plaguedoctor stats become great for them, they offer all they need: condition damage, vitality, healing power, concentration) as well as enabling some of the weird interactions of medical dispersion field (that trait sometimes just shares healing if the engineer is not at full health, a plaguedoctor would be able to fulfill that requirement all by themselves).

Preparations could be varying devices that the plaguedoctor installs on the battlefield to spreads their fumes and chemicals, affecting allies (boons) and enemies (conditions) around.

Their class mechanic is the fumigator. Th F5 skills becomes "activate/deactivate fumigator", activating it will change your other toolbelt skills (F1-F4) into other skills. One of these skills will allow the plaguedoctor to create a combo field that is moving with the plaguedoctor (spreading gas) and growing over time, up to a maximum range. To use this skill, you need to fill your "gas tank", you are doing so by applying conditions on enemies and boons on allies. The combo field and it's effects can get customised through 1 of 3 traits, making it either a poison, water or light combo field, so you can specialize in either dealing condition damage, healing or cleansing conditions.

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Revenant - Devotee

They only have access to one legend. They lose their legend swap, replacing it with an energy refresh with the same cooldown.All of the core legends (and the new legend, if there is one) gain a second set of utilities for an energy expensive primed state, which they can swap to with the new f2, Devotion.

All of these primed states also have an exit skill which have no energy cost, but they switch back to the core skills of that legend. For shiro, for example, it would be an in-place Riposting Shadows with no endurance gain and a smaller evade window.

What this'd do is break away from rev's duality and potentially allow for 5 completely different new viable builds, one for each legend. They never intersect in skills, making it easy to balance individually. The new legend and weapon could be many things though.

the devotion skill would probably have low cooldown and 10-15 energy cost.Traits could include interactions with-, or unique ways to enter the primed states, and perhaps some procced traits that grant small amounts of energy.

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I love how everyone just forgets Mesmers even exist but anyways.... for Mesmers I’m gonna go with the introduction to hexes or a new feature called “Focus” for your shatter skills. They become channeled, have a long range and cause a variety of effects to your target.

But since we sadly have clones/phantasms, I’m going to assume that we get a more support and utility class. Not so much boon sharing because it was good when chrono was first introduced and signet of inspiration wasn’t touched. But more along the lines of Consecrations, domes and barriers.

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@"ZeftheWicked.3076" said:Warrior will most likely get some healer spec, making him OP support (Banner slave + healing).

Revenant will most likely feature a ranged offensive power option. He already has shiro as legend so...wonder what they'll do there.

Necro will likely feature something conditionally mobile with long range.

Ranger may finally be able to remove boons for a change.

Guardian - Same here, probs a strong ranged spec, since he's a bit hurting there.

Thief - probably unique support spec.

Mesmer - nobody knows what these will be...unless you're a chronomancer and time travel to see...

Ele - don't play it so no idea what it could be.

Funny that you even acknowledged ele with "don't play it so don't know", while engineer isn't even to be found on your list. xD

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@"Kodama.6453" said:Engineer - PlaguedoctorIcon: https://imgur.com/kqiIvK0Plaguedoctors are the descendants of the scientists of the Am Fah, which were trying to use the plague in Cantha to strengthen their cult and claim reign in the city of Kaineng.They experimented with a wide array of diseases, chemicals and other concoctions and modern plaguedoctors are now known to be masters of chemical warfare as well as medicine.

Plaguedoctors are a support elite spec, their focus is on boons they can share with their allies through injections and fumes as well as having some slight healing here and there.Their weapon choice are maces, which they are able to dual wield. Plaguedoctors were always looking for ways to carry as many of their concoctions into the battle as possible, hence why they started to use maces, hollowing out the heads to fill them with their chemicals. Maces are applying different conditions on enemies, primarily confusion and poison.

As utility skills, plaguedoctors might either get corruption skills or preparations.Corruptions go really well with their lore, since the plaguedoctors are handling dangerous chemicals to create great effects. Instead of applying conditions on themselves to cast them, I imagine their corruptions to have a flat health cost, making vitality a desired stat (so plaguedoctor stats become great for them, they offer all they need: condition damage, vitality, healing power, concentration) as well as enabling some of the weird interactions of medical dispersion field (that trait sometimes just shares healing if the engineer is not at full health, a plaguedoctor would be able to fulfill that requirement all by themselves).

Preparations could be varying devices that the plaguedoctor installs on the battlefield to spreads their fumes and chemicals, affecting allies (boons) and enemies (conditions) around.

Their class mechanic is the fumigator. Th F5 skills becomes "activate/deactivate fumigator", activating it will change your other toolbelt skills (F1-F4) into other skills. One of these skills will allow the plaguedoctor to create a combo field that is moving with the plaguedoctor (spreading gas) and growing over time, up to a maximum range. To use this skill, you need to fill your "gas tank", you are doing so by applying conditions on enemies and boons on allies. The combo field and it's effects can get customised through 1 of 3 traits, making it either a poison, water or light combo field, so you can specialize in either dealing condition damage, healing or cleansing conditions.

I haven't played engineer yet but this is actually a really cool idea.

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@Tseison.4659 said:I love how everyone just forgets Mesmers even exist but anyways.... for Mesmers I’m gonna go with the introduction to hexes or a new feature called “Focus” for your shatter skills. They become channeled, have a long range and cause a variety of effects to your target.

But since we sadly have clones/phantasms, I’m going to assume that we get a more support and utility class. Not so much boon sharing because it was good when chrono was first introduced and signet of inspiration wasn’t touched. But more along the lines of Consecrations, domes and barriers.

it's less a matter of forgeting mesmer than a lack of ideas of anything worthwhile that could work with how the core traits are designed.

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Some of the possible weapon changes/elite specs for End of Dragons can be as follows if Developers feel any of these are suitable:

  • The Ranger should get a Rifle spec. It will be a power DPS spec which should be viable for Open World, WvW, and possibly Fractals if not Raids as such
  • The Warrior getting Dual wielding spec for Greatswords (a GS each hand!) for a Power DPS and/or Sword Off-hand spec suited for Raids, Fractals, and PvP
  • The Necro getting Sword/Sword Condi spec for all game modes. It is a must kinda
  • The Revenant getting Greatsword based tank spec for Raids, Fractals, and Dungeons
  • The Thief getting a permanent stealth mode Longbow based Condi spec, suitable for Open World, PvP and WvW
  • The Engineer getting a Warhorn-Shield based Heal spec suitable for Raids, Fractals, and PvP
  • The Ele getting a Weaponless spell-based Power DPS spec, suitable for Open World,
  • The Mesmer getting a GreatAxe based power DPS spec suitable for all game modes
  • The Guardians getting a dual Chain wielding a weapon (like Demios) DPS spec suitable for Open World, Raids, and FractalsHopefully, a new class of a Monk that can be a Staff based DPS or Heal spec suitable for Raids and FractalsBesides the above, it is much speculative that the Tengu is going to be the next new spec. Several players are excited about it, but it will be nice that instead of giving a Parrot shaped spec, the Devs can think of some more diverse specs especially Ogre/Troll/Jotun and especially the Kodan, the Krait, and Largos.Last but not the least, please bring some decent facial hair options for all specs, particularly Norns if possible.

Sincere RegardsSunny/Eagleseye

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Warrior - Dragon Knight - Spear (staff, alternatively, if land spear just isn't possible) or main hand torch, focuses on mobility and reach, movement and attack style tries to emulate the motion of dragons. Very flavorful auto attack poses, evasion, good for closing gaps or attacking enemies while keeping them just out of reach, ideally some kind of 'jump' attack similar to Dragoons in the Final Fantasy franchise. Heavy Wuxia flavor/aesthetic.

Guardian - Celestial Bastion - Main-hand shield, you have been touched by the Celestials of Cantha and can take up their mantle to defend and protect. I'm not sure what the mechanics could be, obviously heightened defense and ideally lending that protection to others. Maybe damage absorption, lots of blocks, shield bashes, all with a cool celestial aesthetic. Don't imagine it being heavily offensive but very survivable, with some smiting capabilities. Not sure how that would work or if that's any different that the normal Guardian abilities, but I like the mental images the idea evokes. The standard shield would look like an ethereal star chart.

Revenant - I honestly don't know the class well enough to formulate much, but seeing a spirit like Togo or one of the heroes of GW1 as the new spirit Revs (Eve, Cynn, Aidan, Mhenlo, Devona if her spirit is free now, Razah) invoke would be neat. Could bring in some old Ritualist flavor if it's Togo or another ritualist. Could be referred to as Legendary Master Stance, or Legendary Adventurer Stance for one of the others (Legendary Hero?).

Thief - I quite like WP Demon Pact Assassin concept on youtube.

Ranger - Kirin Rider or Bell Summoner - Main or off-hand focus, you befriend a kirin spirit and may summon it to your aid by its bell (the focus skin). Summoning the kirin is the transformation state similar to Celestial Avatar or Soulbeast's fusion mode. During this time the kirin either replaces your animal companion, or you actually mount it and ride it while fighting. Either way, the kirin gives you some powerful boons or abilities. Perhaps if they are really powerful, you can only summon the kirin for a limited window of time. But the idea is that you've made some sort of pact with the kirin and they come to your aid when you call. Definitely a bell tone when you summon it.

Engineer - Golemancer - Staff or main-hand mace, which functions as a 'control rod' for the legion of golems you can summon. Very Asura heavy flavored spec, I like the idea of summoning/constructing different golems that do different things - similar to the Rev's Renegade? Some could be mobile and others stationary (which lay down fields of effect, etc. Maybe one of the control rod's functions is to command and place the golems. Probably the F1 skills would change to become control rod skills.

Elementalist - Jade Scion - Torch, main or off-hand. Elementalists that have tapped into the corrupting magic of the Jade Wind, having found a way to apply such forces on a smaller scale to the four elements. I think the spec would concern itself with a lot of control, petrifying and otherwise belaying enemies in area of effect fields, damaging them through this elemental corruption. The fire, water, air, and earth they use in this spec will have a special jade color, and perhaps the elementalist has to manage a corruption meter similar to the holosmith's heat mechanic? Could be neat.

Mesmer - Spell Siren - Not really a Canthan tie-in, I just really want to see a mesmer specialization that invokes the concept of mermaids/sirens and uses sound, song, music, to daze, charm, bamboozle foes. The visuals and sounds they could make with these skills could be great/beautiful. Always pictured this as an underwater elite spec, if this expansion was truly underwater focused. Not sure what weapon would be great, but definitely would love to see the mesmer holding a harp. Maybe some sort F1 skills related to that.

Necromancer - Ritualist - Mace or hammer? Not sure what weapon makes sense thematically with ritualist that Necs don't already have. I think there could be a way to bring back the Ritualist in a new way, but retain the general 'spirit' and aesthetic. I like the idea that the transformation phase (like Reaper's Shroud) would be holding an urn, but I don't know if the elite spec itself should be more offensively oriented or support oriented. Definitely summoning or channeling spirits in some form.

Credit: Svennis.3852

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@Eagelseye.6312 said:

Engineer - Golemancer - Staff or main-hand mace, which functions as a 'control rod' for the legion of golems you can summon. Very Asura heavy flavored spec, I like the idea of summoning/constructing different golems that do different things - similar to the Rev's Renegade? Some could be mobile and others stationary (which lay down fields of effect, etc. Maybe one of the control rod's functions is to command and place the golems. Probably the F1 skills would change to become control rod skills.

Holosmith already has been heavily Asuran flavoured, I don't think they should do this twice in a row.

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@Eagelseye.6312 said:

  • The Engineer getting a Warhorn-Shield based Heal spec suitable for Raids, Fractals, and PvP

Giving engineer an offhand weapon for the next elite spec is the worst thing you could ever do. Especially if it's supposed to be a weapon for a supportive elite spec, since it would compete with shield, which is also a supportive weapon and engineer can't take both because of the lack of weapon swap.

Additionally, it just has terrible restrictions when it comes to your build, since engineer literally just has 1 mainhand weapon to pair an offhand weapon with: pistol.Engineer should either get a 2handed weapon, a mainhand weapon or get to dual wield something like maces or axes. Offhand weapons are terrible choices for elite spec weapons for this class.

Giving offhand weapons to herald, scourge, berserker etc was fine because these classes have way more mainhand weapons they can combo their offhand weapons with.

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@Kodama.6453 said:

  • The Engineer
    getting a
    Warhorn-Shield based Heal spec
    suitable for Raids, Fractals, and PvP

Giving engineer an offhand weapon for the next elite spec is the worst thing you could ever do. Especially if it's supposed to be a weapon for a supportive elite spec, since it would compete with shield, which is also a supportive weapon and engineer can't take both because of the lack of weapon swap.

Additionally, it just has terrible restrictions when it comes to your build, since engineer literally just has 1 mainhand weapon to pair an offhand weapon with: pistol.Engineer should either get a 2handed weapon, a mainhand weapon or get to dual wield something like maces or axes. Offhand weapons are terrible choices for elite spec weapons for this class.

Giving offhand weapons to herald, scourge, berserker etc was fine because these classes have way more mainhand weapons they can combo their offhand weapons with.

Arenanet should just add main hand mace to Core Engineer, so they can open up more possibilities for elite specializations.

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@Fueki.4753 said:

  • The Engineer
    getting a
    Warhorn-Shield based Heal spec
    suitable for Raids, Fractals, and PvP

Giving engineer an offhand weapon for the next elite spec is the worst thing you could ever do. Especially if it's supposed to be a weapon for a supportive elite spec, since it would compete with shield, which is also a supportive weapon and engineer can't take both because of the lack of weapon swap.

Additionally, it just has terrible restrictions when it comes to your build, since engineer literally just has 1 mainhand weapon to pair an offhand weapon with: pistol.Engineer should either get a 2handed weapon, a mainhand weapon or get to dual wield something like maces or axes. Offhand weapons are terrible choices for elite spec weapons for this class.

Giving offhand weapons to herald, scourge, berserker etc was fine because these classes have way more mainhand weapons they can combo their offhand weapons with.

Arenanet should just add main hand mace to
Core
Engineer, so they can open up more possibilities for elite specializations.

I would highly welcome more core weapons to get added to engineer, but I don't think this is very likely to happen and especially before the next xpac drops.So I stand to my point that the next elite spec should definitely not get an offhand weapon.

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My predictions:

Warriors: support spec; weapon: staff as a melee weapon; mechanic: utilizing adrenalin to grant allies buffs depending on weapon wielded, skill type: tricks/maneuvers/exceed etc. Many possible.

Guardian: damage spec; weapon: either daggers or an mainhand (or more) as offhand weapons; mechanic: purging mechanic that gives you benefits for removing boons or condis. Skills: corruption or punishment skills.

Revenant: Control spec; weapon: GS, mechanic: razzah as the class Mechanic and legend. Used to overcharged your normal legend skills to change your weapon skills. Skills: glyphs

Ranger: bruiser control spec; weapon: either hammer, double mace or double scepter. Generally an aoe control weapon.Mechanic: something that replaces your pet such as an imbued totem for area control effects similar to ventaris tablet. Skills concecrations

Engineer: healer support spec; weapon staff; skills: may vary; mechanic: no idea yet

Thief: defensive support spec, weapon: axe or sword.Skills: manipulation; mechanic: something that augments stealth to last longer, increases defenses but keeps you visible.

Necromancer: healer support spec, weapon: sword, skills: spirits; mechanic: urns and weapon buffs through life force

Mesmer: ranges support spec, weapon: daggers or shortbow, mechanic: songs/chants that get stronger with illusions and can be shattered for extra effects. Skills: shouts

Elementalist: single target ranges dps, weapon: pistols, mechanic arcane element+ordered spell rotation such as a bullet in a chamber (basically the elements are ordered by you). Skills: gadgets

Thats atleast what i would want.

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Most likely in my eyes:

  • Necro - Shield: I base this solely on the fact that Jhavi used one in the past and in multiple IBS teasers. Currently she‘s using a focus in the offhand, but will most likely change to shield once we‘re further into the story. Don‘t think it will be a support specc, though, as scourge was planned to be the support specc.
  • Guardian - OH Sword: Almorra uses an OH sword in the fight during VotP. She starts the fight with a shield, but changes into dual swords mid fight. Speedy/mobility based specc.
  • Revenant - GS or MH Axe (+ OH mace), pure power Dps, selfish, Svanir as legend: They could tie in this specc into lore, since to invoke a legend the rev has to know about the legend, and Jormag talking to us is currently unavoidable. I‘m pretty sure GS was originally planned for Kalla/Renegade (The statue in Black Citadel wields a GS to this day, shortbow was added to the statue at a later date) similiar to sword being planned for tempest, but then added to weaver. I could also see the axe/mace combo similiar to the mallyx mace/axe combo simulating claw and fist, this time power based.

Speculation based on nothing:

  • Warrior - Staff: Support specc, boonshare.
  • Ranger - MH Pistol: pure dps specc with little defenses, marks single enemy for extra damage. The more you hit a marked target, the more your damage enhances.
  • Thief - Torch: Support specc, boonshare. Stealth isn‘t full invisibility, just camouflage with enhanced stats. Uses flares to mark locations where boons will be granted.
  • Engineer - MH Mace: Support specc, stationary with upgrading turrets (think TF2 engineer)
  • Mesmer - Shortbow: control specc, more mobility and solo portal shenanigans.
  • Elementalist - Longbow: weird specc that sounds cool at first, plays clunky, but is still played due to stats/power creep.
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Mesmer: weapon of choice would be dual long range (1200) daggers.The spec can revolve around stances because when I think of Cantha and Mesmers, I put fast casting/movement and a sense of “control” together.

So I think the spec might utilize spells that are daze focused, barriers and damage, with a hint of confusion in the mix as well.

A minstrel type spec as mentioned could work too but I DO NOT want an off-hand or just a main hand to give me so few skills. That is why I mentioned dual daggers so we can get a full row of new weapon skills to play with.

If tridents could be used on land then hands down I’d take tridents (of course with new skills for land).

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I honestly still hope for a Engineer Elite Spec that focus on modifying the Main Weapon's weapon skills.

We have Holosmith for a Modified Kit Elite Spec already so the Modified kit side is covered for now.

Though it will certainly require a lot of work due to how it may need to provide a lot of new weapon skills or atleast a new set of weapons based on how the Main Weapon is modified for each Main Weapon.

Not to mention the Utility theme for that Elite Spec and lore behind why these Engineers began specializing in modifying their Main Weapons instead of creating new Kits and tools to replace their Main Weapon.

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My Predictions

•WarriorCorsair (Off-Hand Pistol)

Pirate like fighter with Hidden Gun utility skills & could even have some card drawing skills that grant boons.

Or

Monk (Staff as melee)

Monks would have secondary Adrenaline option similar to Spellbreaker that would be an aoe aura Heal over time. They would have access to full support Mantras as utility skills

•RangerHunter (Rifle)

Classic Hunter in the wild. Would have tracking/reveal like utility skills.

•MesmerTerramancer (Hammer)

Shift the ground to different Hazardous obstacles with utility skills.

•ElementalistMystic (Long Bow)

Mystic archer style with Ground targeted Wells with effects that fit the Mysticism theme.

•NecromancerTyrant (Shield)

The shield can make them invulnerable for a few seconds and grant life force. The shroud is replaced with 1 of 3 options, which are Summon Bone Mage, Bone Warrior, or Bone Archer with F2-F5 pet skills/commands like Ranger. The Tyrant would also gain access to Bone utility skills.

•EngineerTechnomancer (Mace)

Mech like power Suit for Ranged DPS, similar to Necromancer shroud.

For utility skills we would have different totems to lay on the field similar to banners. Some totems that inflict conditions, and some that grant boons.

•ThiefShadowmancer (Mainhand Scepter)Magical shadow strikes & Healing. Shadow Form, Healing / Support Shadow magic for utility.

•GuardianPriest (OFF-Hand Horn)

Easy Aoe heals / cleansing for horn. + Holy offensive magic for utility skills.

Or

Paragon (Mainhand Horn)

Horn can summon Holy Javelins to pierce your enemies . They can use Songs for utility Skills.

•RevenantKnight (2H Sword)

Melee Teleport strikes, and a Legend thats grants full on DPS Wizard spells

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I've made elite spec suggestions in other threads before, but one idea I brainstormed with a few others recently I wanted to post.
So we've already got the minstrel stat line and The Minstrel, so for the new Mesmer elite I present...The Bard.
New Weapon- Dagger. I'm sure most of you expected Warhorn, but I figured that would be obvious. Mesmer doesn't have much in the way of close-range combat weapons. Alternatively maybe give them Mace and have their elite spec weapon skin be a guitar called "The Kabonger".F1-4 skills- Echo. Clones are now stationary, echoing them doesn't destroy them and they instead provide an AoE boon.New Utility- Kits. Specifically they get instruments that each have a different effect. Many utilities are saturating the skill lists of classes, Shout for instance can be used by 5/9 classes right now. Kits though? Only Engineers have them, with a few that are close like a Firebrand Tomes. As mentioned, each instrument would have a different collection of skills. The 6 Healing Kit might be a Drum set with an area heal sorta like the bomb kit's 360 explosions. A Strings set could be a ranged attack kit and so on. Plus maybe more people would use Rune of the Engineer.

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@VocalThought.9835 said:

@Delita Silverburg.8632 said:We need a unarmed/clawed monk profession imo.Maybe warrior gets another melee specialization that uses dual Foci as fist weapons.Imagine punching people while dual-wielding Binding of Ipos!

Dual Shields!!

I know this is probably a joke, but I've heard the dual shield thing crop up a few times, usually in a single line like this.

I've never understood how you could make a dual shield look good, or have good animations.

If you want this, could you explain why?

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