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Elite Specs Discussion/Predictions


Acceleraise.5092

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I'm sure there's other posts about this but if not just wanted to know what everyone's hopes were for certain class weapons for the next expansion or just general predictions? For me it'd be:

Warrior - Pistol or Melee staff I guessGuardian - not entirely sure? Maybe warhorn?Revenant - Axe main hand it a wish just because of how much i love the axe off hand abilities.

Ranger - possibly sword off hand? I'm not sure what I'd want for ranger.Thief - could also be a sword for off hand.Engineer - Axe or Torch maybe? I've come to the conclusion it's hard to predict anything for engineer at this point lol I love engineer so I hope for something fun.

Necro - sword main hand or Shield.Elementalist - honestly never played ele so I'm not exactly sure do you think they would do something like a mesmer Greatsword and have it ranged? Could be a weird thing but I guess it's not entirely impossible.Mesmer - would pistol main hand be cool? Would I want it because the pistol in offhand sounds great yes indeed I would aha.

Honestly very hard to predict I really am just hoping for more fun weapons to play around with.

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My hope for the next engineer elite spec is the Plaguedoctor.

Lorewise, it fits really well into Cantha. Plaguedoctors could be the descendants of the Am Fah, an organisation that tried to use the magical plague in Cantha to strengthen themselves. It seems reasonable that these people didn't just experiment with the plague, but also with different chemicals.

It is a support elite spec, primarily focused on boonsharing as well as having a little healing here and there. With that spec, we finally become viable meta healers for raids and strike missions.Their weapon choice is the mace, which they are able to dual wield. Plaguedoctors were always looking for ways to carry as many of their concoctions into the battlefield as possible, so they started to use maces with hollowed out heads to fill with their alchemical tinctures. Maces are applying different conditions on enemies, primarily poison and confusion, but they are also able to buff their allies with boons.

For utility skills, the plaguedoctor could get either corruption skills or preparations.Corruptions make alot of sense with their lore, they use dangerous chemicals to strengthen themselves, but it all comes with a price. In their case, they are not applying conditions on themselves, but using a corruption skill costs a small amount of flat health. It would also provide some synergy with Medical Dispersion Field, since some of your healing doesn't get shared if you are at full health. Now you can damage yourself slightly to improve your outgoing healing.Preparations could be different devices placed on the battlefield to spread fumes and chemicals to hurt enemies and buff allies, but I tend more towards the corruption skills.

The class mechanic is the fumigator, your F5 skill gets replaced with the "activate/deactivate fumigator", which will change your other F1-F4 skills. One of these skills lets the plaguedoctor spread fumes around themselves, creating a combo field with adjustable effect. You can pick one of 3 traits, they either make the fumes a water, poison or light combo field, letting you specialise into either healing, condition damage or condition cleansing and boon application.To use this combo field you need to fill your "gas tank", you are doing so by applying conditions on enemies or boons on allies.

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@"Kodama.6453" said:My hope for the next engineer elite spec is the Plaguedoctor.

Lorewise, it fits really well into Cantha. Plaguedoctors could be the descendants of the Am Fah, an organisation that tried to use the magical plague in Cantha to strengthen themselves. It seems reasonable that these people didn't just experiment with the plague, but also with different chemicals.

It is a support elite spec, primarily focused on boonsharing as well as having a little healing here and there. With that spec, we finally become viable meta healers for raids and strike missions.Their weapon choice is the mace, which they are able to dual wield. Plaguedoctors were always looking for ways to carry as many of their concoctions into the battlefield as possible, so they started to use maces with hollowed out heads to fill with their alchemical tinctures. Maces are applying different conditions on enemies, primarily poison and confusion, but they are also able to buff their allies with boons.

For utility skills, the plaguedoctor could get either corruption skills or preparations.Corruptions make alot of sense with their lore, they use dangerous chemicals to strengthen themselves, but it all comes with a price. In their case, they are not applying conditions on themselves, but using a corruption skill costs a small amount of flat health. It would also provide some synergy with Medical Dispersion Field, since some of your healing doesn't get shared if you are at full health. Now you can damage yourself slightly to improve your outgoing healing.Preparations could be different devices placed on the battlefield to spread fumes and chemicals to hurt enemies and buff allies, but I tend more towards the corruption skills.

The class mechanic is the fumigator, your F5 skill gets replaced with the "activate/deactivate fumigator", which will change your other F1-F4 skills. One of these skills lets the plaguedoctor spread fumes around themselves, creating a combo field with adjustable effect. You can pick one of 3 traits, they either make the fumes a water, poison or light combo field, letting you specialise into either healing, condition damage or condition cleansing and boon application.To use this combo field you need to fill your "gas tank", you are doing so by applying conditions on enemies or boons on allies.

This sounds fantastic! I am definitely on board with this one!

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Here goes...

WarriorCorsair (Off-Hand Pistol)OrMonk (Staff as melee) + Mantras

RangerHunter (Rifle)

MesmerTerramancer / Trickster ?? (Hammer) Creates Hazardous Ground obstacles.

ElementalistMystic (Long Bow)

NecromancerTyrant (Shield) shroud replaced with summon Skeleton Mage, Warrior, or Archer.

EngineerTechnomancer??? (Mace) Mech like power Suit F5

ThiefShadowmancer (Scepter) Shadow magicorAssassin (Off-Hand Sword)

GuardianPriest (OFF-Hand Horn) easy Aoe heals / cleansing for horn. + Holy offensive magic for utility skills.

RevenantKnight (2H Sword)

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Warrior, I am expecting staff and heavy support spec. Similar to FB somewhat. Expecting 100% uptime to quickness.Guardian, off hand sword. Power dps and mobility focused.Rev, I think power, but not sure what weapon.Ranger, no idea.Thief, I think condi focused.Engi, no idea.Mesmer, SB, ranged power focused. I am anticipating all F skills will change.Ele, heavy support with power ranged weapon. Probably 100% uptime to alacrity.Necro, heavy support. Not sure regarding the weapon or support type. Also, could be power dps that functions different than reaper.

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Elementalist -> Oracle: Sacrifice access to an attunment while in combat but gain this attunment as a "lingering attunment". Utilities: Consecrations (those consecrations have a mediocre base effect when no attunment is sacrificed and additional effects that depend on the attunment sacrificed). Weapon: Longbow.

Engineer -> Junky: An elixir specialist using some implants diffusing their effects over time (like signets does for other professions) as utility skills. Weapon: focus. Special mechanism: F5 grant endurance over time and a burst of endurance when used.

Guardian -> Martyr: Heavy focus on passive condition damage reduction, gain access to the ability to draw conditions from allies and send them back. Weapon: dagger off-hand.

Mesmer -> Beggar: The beggar's clones are attached to himself not to the beggar's foes and shatters become absorptions, the beggar consuming it's clones to gain positive effects on self instead of exploding them onto it's foes. Utilities: corruptions. Weapon: mace.

Necromancer -> Host: The host is a necromancer that chose to host an insect queen within it's body, feeding it life force and blood to gain some of it's abilities or/and simply summon swarms of insects to harass it's foes (a 2nd shroudless spec). Utilities: commands. Weapon: Axe off-hand.

Ranger -> Shaman: The shaman forsake it's access to common familiars and instead gain access to few spirits that can only be controled by ennemies but can only deal clone amount of damage. These spirit's F2 act like a signet whose passive can be traited to be shared to the shaman and it's allies. Utilities: Focus on producing effects where the spirit stand. Weapon: scepter or focus.

Revenant -> Scavenger: A spec that focus heavily on gathering bundles and strengthening the effects of those bundles. Legend: a legendary skriit, each of it's associated skills work like a mantra, giving bundles charge instead. Legend catch phrase: "Shiiiinyyyyy!". Weapon: riffle.

Thief -> Shadowguard: Bodyguards specialized in revealing stealthed foes taking advantage of being revealed. Utilities: corruptions (using them reveal the user). Weapon: Torch.

Warrior -> Standard: The standard can only equip a single weaponset because it's second weaponset is set as a banner weaponkit (No change to the burst mechanism, the spec just add a banner burst and a pistol burst). Utilities: commands. Weapon: main hand pistol.

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@"Dadnir.5038" said:Engineer -> Junky: An elixir specialist using some implants diffusing their effects over time (like signets does for other professions) as utility skills. Weapon: focus. Special mechanism: F5 grant endurance over time and a burst of endurance when used.

....You literally want to call our elite spec "drug addicts"?

Edit: Also as I pointed out in some other threads already: using an offhand weapon for the next elite spec is the worst thing you could possibly do. Not does this just give us 2 new skills for the engineer, but it also has extremely limited build options, since engineer just has 1 mainhand weapon to pair it with, pistol.Other classes like tempest or berserker getting an offhand weapon was fine, since they have way more mainhand weapons to combine it with, but engineer lacks that variety.

Engineer should get a mainhand weapon at least, better would be a 2handed weapon or the ability to dual wield a weapon like maces/axes/daggers.

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@Kodama.6453 said:

@"Dadnir.5038" said:Engineer -> Junky: An elixir specialist using some
implants
diffusing their effects over time (like signets does for other professions) as utility skills. Weapon: focus. Special mechanism: F5 grant endurance over time and a burst of endurance when used.

....You literally want to call our elite spec "drug addicts"?

Well, yes.

Edit: Also as I pointed out in some other threads already: using an offhand weapon for the next elite spec is the worst thing you could possibly do. Not does this just give us 2 new skills for the engineer, but it also has extremely limited build options, since engineer just has 1 mainhand weapon to pair it with, pistol.Other classes like tempest or berserker getting an offhand weapon was fine, since they have way more mainhand weapons to combine it with, but engineer lacks that variety.

Engineer have few weapons because they do have kit if I remember properly. Fortunately kits work just as well with e-spec than they work with core. Having a main-hand, an off-hand or a 2 handed weapon won't change this fact. I believe that engi getting an off-hand isn't necessarily a bad option, sure you'll get "less" new skill, but that's all.

Engineer should get a mainhand weapon at least, better would be a 2handed weapon or the ability to dual wield a weapon like maces/axes/daggers.

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@"Dadnir.5038" said:

Engineer have few weapons because they do have kit if I remember properly. Fortunately kits work just as well with e-spec than they work with core. Having a main-hand, an off-hand or a 2 handed weapon won't change this fact. I believe that engi getting an off-hand isn't necessarily a bad option, sure you'll get "less" new skill, but that's all.

I don't really consider that a fair treatment for the engineer, to be honest.Engineer literally has just 1 single mainhand weapon, meaning that if you want to use the new offhand weapon of the elite spec, you have to use it together with a mainhand pistol.

That is not true for any other class. Berserker can use the torch with 3 mainhand weapons, allowing way more build diversity that way: mace, axe, sword.Even elementalist, another class with alot of extra skills through the attunement system, can pair their warhorn with 2 other weapons, dagger and scepter, but they get more skills from an offhand weapon on top of that anyway, since a new mainhand weapon means 8 new skills for them instead of just 2.

If even elementalist has more options to pair an offhand weapon, on top of them getting 4 times the amount of weapons skills than engineer, then I think it is not really fair to give engineer an offhand weapon with legit just 1 possible combination....

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@Opopanax.1803 said:I think ele will lose 2 attunements, but gain weapon swap.

Warrior will be staff and midrange heal/support.

The idea of Ele losing two atunments and gaining weapon swap is very interesting since its like specializing. You would have access to like 10 of one type, and 10 of another instead of like 5, 5, 5, 5. I'd be happy with this.

Im really feeling warrior will get a healing support spec, but maybe since its Warrior there will be a small aspect of offense to Empower your healing, or have an adrenalin Aoe heal with a Bo Staff weapon.

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@MatyrGustav.6210 said:

@Opopanax.1803 said:I think ele will lose 2 attunements, but gain weapon swap.

Warrior will be staff and midrange heal/support.

The idea of Ele losing two atunments and gaining weapon swap is very interesting since its like specializing. You would have access to like 10 of one type, and 10 of another instead of like 5, 5, 5, 5. I'd be happy with this.

Im really feeling warrior will get a healing support spec, but maybe since its Warrior there will be a small aspect of offense to Empower your healing, or have an adrenalin Aoe heal with a Bo Staff weapon.

I doubt that it will be a Bo staff, since this was already done with daredevil. I think it is more likely that they do something else with a warrior staff, like making ita banner, helbard, or another kind of polearm.

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@Kodama.6453

Everytime Anet has given a melee style class a staff it was used as a Bo Staff kinda like Revenant as well. I just cant really see them adding it as a Spear since we already have spears in the game, and most of the staff skins wouldnt look right if one used it as a Spear. Same with banner because most skins wouldn't have a banner on it.

I mean they wouldnt need to fight with it in a kung fu martial arts way, but what meant is it should be melee oriented and not magical. Stick fighting basically.

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@Kodama.6453 said:

@"Dadnir.5038" said:

Engineer have few weapons because they do have kit if I remember properly. Fortunately kits work just as well with e-spec than they work with core. Having a main-hand, an off-hand or a 2 handed weapon won't change this fact. I believe that engi getting an off-hand isn't necessarily a bad option, sure you'll get "less" new skill, but that's all.

I don't really consider that a fair treatment for the engineer, to be honest.

Engineer literally has just 1 single mainhand weapon, meaning that if you want to use the new offhand weapon of the elite spec, you
have
to use it together with a mainhand pistol.

That is not true for any other class. Berserker can use the torch with 3 mainhand weapons, allowing way more build diversity that way: mace, axe, sword.Even elementalist, another class with alot of extra skills through the attunement system, can pair their warhorn with 2 other weapons, dagger and scepter, but they get more skills from an offhand weapon on top of that anyway, since a new mainhand weapon means 8 new skills for them instead of just 2.

If even elementalist has more options to pair an offhand weapon, on top of them getting 4 times the amount of weapons skills than engineer, then I think it is not really fair to give engineer an offhand weapon with legit just 1 possible combination....

If e-specs weapons were matter of "fairness", Any weapon the elementalist would get would end up into an unfair advantage for the elementalist since he got 4 attunments making him effectivelly getting 4 weapons skillsets each time he got a weapon.

That's not the case, the elementalist get it's 4 weapon skillset as a part of the way it work. The engineer work with the possibility to use kit in any builds, that's why whether he got a main hand, an off hand or a 2 hand weapon, it's not "unfair". Other professions could see it as "unfair" that the engineer can always switch between 6 weaponkits with basically no CD (actual weaponset + 5 Kits) having potentially access to the widest variety of range and effects out of all professions.

It's always a matter of point of view, we all tend to be focused on our limits and ignore the depth within our limits. Engineer having an off-hand on an e-spec isn't that unfair when you consider that the engineer's gameplay involve kits and you can have as far as 5 of them sloted on top of your weapons skillset.

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@MatyrGustav.6210 said:

@Opopanax.1803 said:I think ele will lose 2 attunements, but gain weapon swap.

Warrior will be staff and midrange heal/support.

The idea of Ele losing two atunments and gaining weapon swap is very interesting since its like specializing. You would have access to like 10 of one type, and 10 of another instead of like 5, 5, 5, 5. I'd be happy with this.

Im really feeling warrior will get a healing support spec, but maybe since its Warrior there will be a small aspect of offense to Empower your healing, or have an adrenalin Aoe heal with a Bo Staff weapon.

Yes warrior having now 2 of it's most viable builds being heal/support build would truly add to the warrior aesthetic that all warrior mains love lol

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@Psycoprophet.8107 said:

@Opopanax.1803 said:I think ele will lose 2 attunements, but gain weapon swap.

Warrior will be staff and midrange heal/support.

The idea of Ele losing two atunments and gaining weapon swap is very interesting since its like specializing. You would have access to like 10 of one type, and 10 of another instead of like 5, 5, 5, 5. I'd be happy with this.

Im really feeling warrior will get a healing support spec, but maybe since its Warrior there will be a small aspect of offense to Empower your healing, or have an adrenalin Aoe heal with a Bo Staff weapon.

Yes warrior having now 2 of it's most viable builds being heal/support build would truly add to the warrior aesthetic that all warrior mains love lol

Lol. Is there no good dps builds for spellbreaker? Does everyone us it for support?Dont really know what else to give Warrior besides maybe shortbow / Dual Pistol and have its traits compliment ranged fighting in general.

I feel like since berzerker exists i dont really see anet adding another melee powerhouse unless it has some supporty role.

Hey maybe its a ranged spec for warrior, could be a pirate like dual pistol spec.

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@MatyrGustav.6210 said:

@Opopanax.1803 said:I think ele will lose 2 attunements, but gain weapon swap.

Warrior will be staff and midrange heal/support.

The idea of Ele losing two atunments and gaining weapon swap is very interesting since its like specializing. You would have access to like 10 of one type, and 10 of another instead of like 5, 5, 5, 5. I'd be happy with this.

Im really feeling warrior will get a healing support spec, but maybe since its Warrior there will be a small aspect of offense to Empower your healing, or have an adrenalin Aoe heal with a Bo Staff weapon.

Yes warrior having now 2 of it's most viable builds being heal/support build would truly add to the warrior aesthetic that all warrior mains love lol

Lol. Is there no good dps builds for spellbreaker? Does everyone us it for support?Dont really know what else to give Warrior besides maybe shortbow / Dual Pistol and have its traits compliment ranged fighting in general.

I feel like since berzerker exists i dont really see anet adding another melee powerhouse unless it has some supporty role.

Hey maybe its a ranged spec for warrior, could be a pirate like dual pistol spec.

The only build viable in pvp right now is a heal support build as the rest of the builds were nuked to hard. Now imagine if warrior got a actual heal/support spec.I dont consider pve cuz after 3 or so years u can do any content naked with a lv 80 weapon on any build lol

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@Psycoprophet.8107 said:

@Opopanax.1803 said:I think ele will lose 2 attunements, but gain weapon swap.

Warrior will be staff and midrange heal/support.

The idea of Ele losing two atunments and gaining weapon swap is very interesting since its like specializing. You would have access to like 10 of one type, and 10 of another instead of like 5, 5, 5, 5. I'd be happy with this.

Im really feeling warrior will get a healing support spec, but maybe since its Warrior there will be a small aspect of offense to Empower your healing, or have an adrenalin Aoe heal with a Bo Staff weapon.

Yes warrior having now 2 of it's most viable builds being heal/support build would truly add to the warrior aesthetic that all warrior mains love lol

The answer is fixing the myriad of dps weapons that warrior has, not making another and then also making it subpar.

Naw, give us a proper healing support spec. And buff the other stuff without overdoing it.

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@Opopanax.1803 said:

@Opopanax.1803 said:I think ele will lose 2 attunements, but gain weapon swap.

Warrior will be staff and midrange heal/support.

The idea of Ele losing two atunments and gaining weapon swap is very interesting since its like specializing. You would have access to like 10 of one type, and 10 of another instead of like 5, 5, 5, 5. I'd be happy with this.

Im really feeling warrior will get a healing support spec, but maybe since its Warrior there will be a small aspect of offense to Empower your healing, or have an adrenalin Aoe heal with a Bo Staff weapon.

Yes warrior having now 2 of it's most viable builds being heal/support build would truly add to the warrior aesthetic that all warrior mains love lol

The answer is fixing the myriad of dps weapons that warrior has, not making another and then also making it subpar.

Naw, give us a proper healing support spec. And buff the other stuff without overdoing it.

True enough but u live in a world where u believe anet will fix any of warrior's weapons where as I do not.

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@MatyrGustav.6210 said:@Kodama.6453

Everytime Anet has given a melee style class a staff it was used as a Bo Staff kinda like Revenant as well. I just cant really see them adding it as a Spear since we already have spears in the game, and most of the staff skins wouldnt look right if one used it as a Spear. Same with banner because most skins wouldn't have a banner on it.

I mean they wouldnt need to fight with it in a kung fu martial arts way, but what meant is it should be melee oriented and not magical. Stick fighting basically.

Some skins not making sense with a polearm playstyle is not really an argument in my opinion.....

Look at daredevil, who uses the staff as a bo with martial arts attacks. There are many staff skins which make no sense (or even look absolutely ridiculous) with that playstyle.We have many rifle skins in the game which look like sniper rifles, etc, but engineer has a straight shotgun attack on their rifle kit, which doesn't make sense with a sniper rifle skin.

So I think warrior can still use staff in the same fashion like a halberd or even spear (many people are asking for land spear, I doubt that they will make underwater weapons available on land, so this would be one way to satisfy some of these people). Which would also give it a more unique niche between the other staff users in my opinion.

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@Psycoprophet.8107 said:

@Opopanax.1803 said:I think ele will lose 2 attunements, but gain weapon swap.

Warrior will be staff and midrange heal/support.

The idea of Ele losing two atunments and gaining weapon swap is very interesting since its like specializing. You would have access to like 10 of one type, and 10 of another instead of like 5, 5, 5, 5. I'd be happy with this.

Im really feeling warrior will get a healing support spec, but maybe since its Warrior there will be a small aspect of offense to Empower your healing, or have an adrenalin Aoe heal with a Bo Staff weapon.

Yes warrior having now 2 of it's most viable builds being heal/support build would truly add to the warrior aesthetic that all warrior mains love lol

The answer is fixing the myriad of dps weapons that warrior has, not making another and then also making it subpar.

Naw, give us a proper healing support spec. And buff the other stuff without overdoing it.

True enough but u live in a world where u believe anet will fix any of warrior's weapons where as I do not.

I disagree. "Fixing" warrior weapon will just make it a more "powerful" support.

The issue is that the game's trait system don't create a wide enough difference in personal performances between support builds and dps builds. I don't say that it doesn't somehow work for some professions but the warrior's specific support is to closely tied to "power" for a clear difference to appear. In some case, it's support tools even work better for himself than they work for it's teammates (traited banners) making it actually "better" for a warrior that want to deal damage to take support tools instead of dps tools. I would say that this is the fondamental issue of GW2's warrior and why it end up being stuck with support meta builds instead of dps or even tank builds.

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