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[Petition] New Weapon for Core Professions


JohnWater.5760

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Here's my petition for core professions to gain a new weapon. Anet has a policy of adding new weapons only through the Elites, which breaks an immersion of have a more versatile profession. Some professions are very focused on some utility and leaving the other part very weak. There are many ways to add these weapons without being exclusive to an elite, I going to write two ways.

Quests and AchievementsWe can use quests similar to "Knight of Thorns". It is not easy but it is a great journey. You have to collect items to get new learning

Quests and MasterySomething similar to Skimmer's diving ability, a series of quests that in the end unlocks a Mastery to achieve.

I can give the example of why professions needs a new weapon.The Necromancer, the only main weapon of direct damage is the axe, if you want to play with power build, you need to have the Reaper to achieve significant damage, because all other weapons are focused on conditions.And also the Condi Engineer, core has the pistols but it doesn't even come close to Holosmith's sword, which is actually a hybrid.I don't see even a cons against adding new weapons to the Core.I will leave below what I see missing in some professions.

EngineerSomething melee, like axes. Let it be as quick as the sword and have dexterity too. It would be totally focused on Conditions, the arms traitline is great but is only used for the Flamethrower critics.A gameplay like that of the Warrior with two axes would be very good.

RevenantRevenant deserves a decent weapon to represent the demon from a distance. The only weapon with Condition damage at a distance is the shortbow, which still doesn't even live up to the demon, the skills are bleed and fire, the devil has torment and chill.The Revenant trident is a very good creation because it depends on the legendary summoned, but unfortunately it is only underwater.Mixing these two ideas, a scepter emerges, attacks from a distance and may well fit the idea of ​​the trident.

NecromancerThe only power weapon is the axe, as in the example above if you want a Power Build you will have to play with Reaper, so you will have the Greatsword which is a great weapon and then it gets stuck in Axe and Greatsword. To have greater diversity with Power Weapons, the hammer would be a great option. Functioning like the Deadeye Rifle, but instead of kneeling, the weapon's distance is changed, thus changing the hammer to melee or ranged.

ElementalistThere is a lack of weapons diversity as the Engineer, I know that they have less weapons because they have a varied choice of skills, but the Elementalist in this case was very affected.The only weapon with a long range in the Elementalist is the staff, which in this case is the worst weapon, is very weak and very slow.So he deserves a long range weapon, a Longbow and a Greatsword like Mesmer would work perfectly.Both weapons are agile and strong in the other classes, it could be the same for the Elementalist.

Questioning:What the Elementalist really needs is a complete rework, that is a fact.

  • There is no possibility to change the distance of the attacks or even to invoke a weapon that helps in this.
  • The staff does not have good damage and is still very slow, so what’s left is the scepter that doesn’t attack that far and only works with Fire and Air.
  • The build of Elementalist will always be hybrid, I can't see a way to separate the damage for each weapon like other professions. Not that it is necessary, but Anet needs to realize this and build something around it.
  • All Elemental weapons are weak (except the Greatsword) and it only works for utilities, doesn't need that long CD.
  • All water skills are horrible, because as you can heal and attack at the same time, they cannot be strong. Then to balance it, there is a little heal and little damage. Unfortunately this is for all weapons.
  • Poor access to boons, To get specific boons you need specific elements, might/fire regen/water fury/air protection/earth.
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Engineer needs a core MH POWER weapon and has since launch.Revenant needs a second core CONDI weapon, or at least a second weapon with at least moderate condi, and has since HoT launch.
Ele could probably use another one, but I dont do enough to know with all of the attunements if that would be too much.

I would also add that since Warriors deal is supposed to be such a great selection of weapons, they need to do a pass and make some of them more useful.

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I think the elite specs are there to fulfill those needs, and Anet prefers you to buy the expansions to get them. Plus, adding weapons to core mean those are then not available to be added as an elite, thus limiting Anet's choices for expansions.

I didn't really agree with any of your poll choices. Sure, there could be improvements to core weapons. But not through masteries, and achievements would need to be core-only, since when you are talking "core" you have no masteries or anything beyond Dry Top and the Silverwastes.

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@"DeanBB.4268" said:I think the elite specs are there to fulfill those needs, and Anet prefers you to buy the expansions to get them. Plus, adding weapons to core mean those are then not available to be added as an elite, thus limiting Anet's choices for expansions.

I didn't really agree with any of your poll choices. Sure, there could be improvements to core weapons. But not through masteries, and achievements would need to be core-only, since when you are talking "core" you have no masteries or anything beyond Dry Top and the Silverwastes.

You're right but you thought small.To add a new Mastery doesn't need that much effort, add new Mastery points through all Tyria isn't hard.To unlock Mastery you need buy at least one of the expansions, so they'll gain in the same way.It also could come in the new expansion..

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Core-only can participate in wvw and pvp. If core-only weapons are added that require masteries or questing in expansions, you've then excluded all those accounts from acquiring what would otherwise be core weapons. You might as well just do elite specs to accomplish the same thing.

And honestly, you are better off presenting your ideas for future elite specs, since Anet has shown that to be their method to add weapons to professions.

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@DeanBB.4268 said:Core-only can participate in wvw and pvp. If core-only weapons are added that require masteries or questing in expansions, you've then excluded all those accounts from acquiring what would otherwise be core weapons. You might as well just do elite specs to accomplish the same thing.

And honestly, you are better off presenting your ideas for future elite specs, since Anet has shown that to be their method to add weapons to professions.

Is not a Core-only weapons.Where did you read that?

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while somewhat lacking, there is no real need for more weaponchoices. ele got attunements, engi got kits, necro got dagger as a choice, revenant is already broken with the existing choices. not to mention, how do you think this should be balanced. pretty much every weapon got in some way or form traits, should they just revamp the traitsystem again?

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@Scavarius.6059 said:while somewhat lacking, there is no real need for more weaponchoices. ele got attunements, engi got kits, necro got dagger as a choice, revenant is already broken with the existing choices. not to mention, how do you think this should be balanced. pretty much every weapon got in some way or form traits, should they just revamp the traitsystem again?

I didn't understand your question, sorry.But you're talking about the trait for the new weapons?If so, add the weapon in a existent trait.

Trait doesn't need a revamp IMO, what needs is a rework.Swap some trait of places and change the unused traits to something useful.

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I'm all for making existing elite specs available pre-80 or at least their weapons by untying said weapons from needing the trait line active to use. I really don't care if the weapon was built to capitalize on that specific trait line, my "build" is incomplete and clumsy pre-71/80 anyway. Core-Tyria is easy enough to do without a single trait line active regardless that weapon choice is practically flavor preference.

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@Scavarius.6059 said:while somewhat lacking, there is no real need for more weaponchoices. ele got attunements, engi got kits, necro got dagger as a choice, revenant is already broken with the existing choices. not to mention, how do you think this should be balanced. pretty much every weapon got in some way or form traits, should they just revamp the traitsystem again?

The problem with the 'engi got kits' is that most kits are ranged-oriented. If you've got a couple of those on a core engi, your backup weapon underneath the kits is... yet another ranged weapon. If you want a melee option, you have to invest in another utility slot for the toolkit or bomb kit, while having a rifle or pistol/X set beneath the kits that you might not actually be using. There's a reason why every engineer elite spec has had a melee weapon.

Rev has a similar problem - condi revs that aren't Renegedes have no practical ranged weapon, and after the mace/X set, the alternative set is pretty much always a case of picking the least bad option. Staff or sword/X are generally popular for their defence options, but they're still intended more for power damage. That's going to be a problem for any elite specialisation in the future that's intended to have any condi game whatsoever if it isn't solved at the core level, since otherwise any elite spec will need to have a condi-oriented weapon to really be suitable for conditions.

Necromancer having daggers as a power choice is something I was going to point out. Staff is also a decent hybrid, with good power coefficients on the autoattack, skill 4, and to a lesser extent, skill 3.

Elementalists are pretty much 'acting as intended' in terms of not having much opportunity to shift range out of their weapons (although dagger/X does have the opportunity to shift to water to get 600 range). They compensate for this through their weapons generally being suited to all ranges, with even the longest-range weapons being able to potentially have strong effects at close range (for instance, if you put a fire field at your feet, the enemy who's attacking you is more likely to stay in that field for the duration than if you throw it at maximum range) and where that isn't enough, conjures can provide another way of shifting up the engagement distance. There is a problem of staff being weak at the moment, but that's largely because it dominated high-end PvE for a long time and ArenaNet didn't want it to be the best weapon in the game for engaging single bosses.

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