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[End of Dragons] Ideas for 9 new Canthan elite specializations


Lonami.2987

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@MatyrGustav.6210 said:

@VocalThought.9835 said:I really don't get people's fascination with aquatic weapons used on land. They can easily make a Staff a melee weapon a sword a range weapon, and different types of skins. What am I missing?

Some want it for aesthetic, and some aren't satisfied with the current 2 Handed weapons Thier profession has, so adding another 2 Handed weapon to the mix might grant them a fighting style they want. Also people that are requesting the spear, are doing so because its easier to implement, and easier for the devs considering a whole new weapon would be more work. A crossbow skin can be added for the harpoon gun for land use as well. The water weapons skills can be easily converted for ground use.

For those that want Spear for Warrior, the can simply give Warrior a Staff and create a skin for it and for those that want crossbow skin, they can simply put that on rifle. If they did that would people still want under water weapons?

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Another forum topic that is once again asking for the wrong weapon for warrior. Concept for the cannon would be kinda cool. But lets get real now.. Staff?! really now? As ive said in the many posts ive made about this. What will staff do that Greatsword, Longbow and Rifle doesnt already do?

Ask yourself what is the warrior missing? Only one thing should come to mind, one handed ranged weapons! Low and behold, the pistol.

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@Smoosh.2718 said:Another forum topic that is once again asking for the wrong weapon for warrior. Concept for the cannon would be kinda cool. But lets get real now.. Staff?! really now? As ive said in the many posts ive made about this. What will staff do that Greatsword, Longbow and Rifle doesnt already do?

Ask yourself what is the warrior missing? Only one thing should come to mind, one handed ranged weapons! Low and behold, the pistol.

Or make dual focus and have them practice martial arts so strong their punches manipulate air, ez. kek

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@"Lonami.2987" said:Original:

  • Gain Dreadnought Suit and Phase Shield instead of tool belt skill five. Activate the Dreadnought Suit to drive your own combat armor, gaining alternate tool belt and weapon skills for all your engineering kits. Phase Shield will replace your endurance bar while the dreadnought suit is active, sacrificing dodge rolling in exchange of a bonus health bar.

Updated:

  • Gain Dreadnought Suit instead of tool belt skill five. Activate the Dreadnought Suit to drive your own combat armor, gaining alternate tool belt skills. Any engineering kits you wield during the transformation will gain alternate weapon skills as well.

Phase Shield was a last moment addition. Every elite specialization needs a tradeoff, but I didn't want to delay the thread any further, so I went with a dodge rolling replacement as a temporary solution.

It doesn't convince me, so I'm removing it altogether, targeting the tool belt for the tradeoff instead. The new description is ambigous on purpose, since there's two solutions:

  • Emphasize the Dreadnought Suit's role in combat, replacing tool belt slots one to four with new fixed suit skills during the transformation.
  • Follow the soulbeast approach, giving every tool belt skill an alternate version during the transformation.

Personally, I prefer the first one, but I don't mind either.

@"Lonami.2987" said:Original:

  • Bow: The Longbow and the Shortbow have been merged back into one single weapon type. The ranger is the only profession who can use both weapons, so his shortbow skills will be transformed into dagger skills, and his original dagger skills will be transformed into knuckles skills.

Updated:

  • Bow: The Longbow and the Shortbow have been merged back into one single weapon type. The ranger is the only profession who can use both weapons, so his shortbow skills will be transformed into rifle skills as a compensation for the loss.

Moving the shortbow skills into the rifle is a far more elegant solution, and gives ranger players a fan favorite without sacrificing the flavor of a future elite specialization.

@MrForz.1953 said:So, Dreadnought spec gets to cannibalize Scrapper too. Because you know, Holosmith didn't do that hard enough throughout the years already.

Mind elaborating? I didn't get into detail regarding individual skills or roles, so I don't see how any of that is happening at all in any way whatsoever.

@DemonSage.6317 said:

@MrForz.1953 said:So, Dreadnought spec gets to cannibalize Scrapper too. Because you know, Holosmith didn't do that hard enough throughout the years already.

I mean that's less of an issue with Dreadnought and more of an issue of Scrapper. Scrapper is also useful in WvW. If Anet just rebalanced it, Scrapper will be fine.

That being said the Dreadnought idea, while thematically appealing, leaves something to be desired when it comes to skills and how it is played. I agree with Kodama that Dreadnought seems to lean into upgrading all of what Engi is rather than carve out a niche for Engi and create a purpose for the mech suit.

The primary goal of the elite specialization is giving kits alternate skills, there isn't much more to it really. The Dreadnought Suit is the conduit for those changes, as they need a clear visual representation; also, driving a mecha is cool. The design philosophy is similar to the soulbeast's Beastmode transformation.

Lot of people want a golemancer elite specialization, but the common approach is to give it golem minions instead. I think the engineer relies on AI far too much already (turrets plus gyros) so I took a different route on purpose, keeping the "golem" theme without the AI noise.

@"Smoosh.2718" said:Another forum topic that is once again asking for the wrong weapon for warrior. Concept for the cannon would be kinda cool. But lets get real now.. Staff?! really now? As ive said in the many posts ive made about this. What will staff do that Greatsword, Longbow and Rifle doesnt already do?

Ask yourself what is the warrior missing? Only one thing should come to mind, one handed ranged weapons! Low and behold, the pistol.

Dual pistols were my choice for a while too; in fact, the thunderlord was born as some sort of pirate, using a normal cannon instead of the magical thunder bell, plus explosive-based preparations instead of summoned celestial attacks. I just didn't feel like the theme worked at all, so I took the monk route instead. Also, warriors haven't gotten any two-handed elite specialization weapon so far.

The warrior and the engineer were the last two I wrote, you can find some backstory on the reddit thread. Dual pistols are still a favorite of mine, and I definitely want to see them happen too; I just don't know how to make them work in any satisfying way.

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I believe I have posted in the past in ways i believe it can function.

Pistol, Mace and Hammer are the least used weapons in Gw2 and need to be given to other classes to be used. Providing it fills a role the class can not currently do.

Pistol for warrior is perfect as A: first heavy class to get a pistol, B: 1h ranged weapon its never had access to.

Hammer could be given to Ranger as an example as well, however the weapon will need to do something special, Could be condition damage melee/debuffer.

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@"Psycoprophet.8107" said:spear for warrior, pistol would 100% be useless and a waste of a new weapon guaranteed going by anets past.

Answer this, what will the 'spear' or shall i call it staff give the warrior that it cant already do?It has GS for PowerIt has Hammer for Power CCIt has Rifle for power rangeIt has LBow for condi range

The only logical role Staff would fill for warrior is 2h melee condi...Personally I find condition damage play the most boring to play.

Now as for Pistol, this has the most options going for it, you can work it into power builds, you can work it into condi builds (you have more chance of Pistol working that staff)

If warrior gets staff and its clunky, you'll never use it.If warrior gets pistol and you find that mainhand isnt great but off hand is (or visa versa) you still have a functioning weapon. Who knows we might even get combo fields from it. There are more combinations possible with pistol than there ever will be with staff. Forget the idea of land spear, Anet simply wont, or can not code another weapon into the game without breaking the system (if im corrected I'll eat some form of hat).

Remember this as well:Warrior has zero access to one handed ranged weapons, the only core class in the game to have zero.Pistol has very few usersPistol has no heavy armour usersPistol Pistol has been seen on Heavy armoured Norn and Charr within the newer maps, Anet has a history of hinting at elite specs before they come out. For all we know this elite spec might actually be called a bounty hunter. Which is rather fitting for a weapons master.

We will see who eats what hat when EoD comes out, but im so confident that it is going to be Pistol, I already made HOPE for my warrior.

Please see image below.Made on the 7th April 2020.mL9j90W.png

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The best and most wanted ideas for the next Elites are:

  • **Warrior/ Staff > Dual Pistols > Focus > main hand Shield.
  • **Guardian/ War Horn > Offhand Sword > offhand Scepter > main hand Focus
  • **Revenant/ Great Sword > Scepter > Focus > Dual Pistols > Main hand Axe
  • **Ranger/ Hammer > Rifle > Shield > Focus > offhand Sword > Scepter > Dual Pistols
  • **Engineer/ Offhand Dagger > Mace > Focus > Staff > Great Sword
  • **Thief/ Torch > Offhand Sword > Dual Mace > Focus > Great Sword > Dual Axes
  • **Elementalist/ Long Bow > Great Sword > Offhand Scepter > Main hand Focus >
  • **Mesmer/ Short Bow > War Horn > Main hand Pistol > Dual Daggers
  • **Necromancer/ Shield > Hammer > offhand Axe > Rifle > Main hand Sword
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@Smoosh.2718 said:

@Psycoprophet.8107 said:spear for warrior, pistol would 100% be useless and a waste of a new weapon guaranteed going by anets past.

Answer this, what will the 'spear' or shall i call it staff give the warrior that it cant already do?It has GS for PowerIt has Hammer for Power CCIt has Rifle for power rangeIt has LBow for condi range

The only logical role Staff would fill for warrior is 2h melee condi...Personally I find condition damage play the most boring to play.

This is a question that has already been answered: Support.

Depending on the theme of the elite specialisation, it could also have more of an AoE focus than a single-target focus (if the elite specialisation is another case of mixing a bit of magic into the Warrior).

It might not be an answer you like, but it's an answer that isn't covered by existing 2H weapons, and a warrior support spec is something that some people have asked for.

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@Lonami.2987 said:

@"MrForz.1953" said:So, Dreadnought spec gets to cannibalize Scrapper too. Because you know, Holosmith didn't do that hard enough throughout the years already.

Mind elaborating? I didn't get into detail regarding individual skills or roles, so I don't see how any of that is happening at all in any way whatsoever.

I didn't write the original comment, so I can't speak for their personal motivations, but I do agree with the general idea that your concept for dreadnought feels very much like a clone of scrapper in aesthetic, and holosmith in mechanics. Scrapper's "theme" and general design is electrical (Hammer skills 1,2,4,5 + various traits) and mechanical (gyros, hammer skill 3, espec weapon skin). I mean, you want the weapon for the dreadnought to be a mace themed around toolkit (like a wrench) but that's the exact same idea as the Scrapper hammer, Fix-R-Upper. I understand that many people want to play that minion-mancer mechanical class, but the fact remains that it already exists in the form of Scrapper, and core engineer (although turrets are desperately in need of a rework). There are so many other ways that engineer can be taken without needing to resort to the same themes as past elite specialisations. Perhaps a sound engineer, who uses a staff like a tuning fork, force-pushing around enemies and rending and incapacitating them with sound waves and shouts. Or maybe some sort of toxicologist, who launches arrows bearing poisonous elixrs using a shortbow, and makes use of venoms or corruption skills to inflict opponents with conditions. Or maybe even some sort of arcane metallurgist, who uses a combination of magic and engineering to forge powerful weapons to dominate the battlefield (similar to spirit weapons). Anything other than Scrapper 2.0.

And on the point of the mechanics, I don't particularly agree that the espec shouldn't receive new utility types. I think that kits as they are have enough value in all gamemodes without needing to be powered up any more, and that new utility types brings more ways to experience a class. As far as the whole dreadnought suit thing goes, and flipping over your toolbelt skills to alternate, fixed, versions, I'm on board with that. The only thing I take issue with is having a "transformation", given how many ingame mechanics that can break already with photon forge (not being able to pick up crystals on solid ocean, or not being able to mount, even out of combat) and so would prefer something else to having another transformation, purely for gameplay reasons.

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@draxynnic.3719 said:

@Psycoprophet.8107 said:spear for warrior, pistol would 100% be useless and a waste of a new weapon guaranteed going by anets past.

Answer this, what will the 'spear' or shall i call it staff give the warrior that it cant already do?It has GS for PowerIt has Hammer for Power CCIt has Rifle for power rangeIt has LBow for condi range

The only logical role Staff would fill for warrior is 2h melee condi...Personally I find condition damage play the most boring to play.

This is a question that has already been answered: Support.

Depending on the theme of the elite specialisation, it could also have more of an AoE focus than a single-target focus (if the elite specialisation is another case of mixing a bit of magic into the Warrior).

It might not be an answer you like, but it's an answer that isn't covered by existing 2H weapons, and a warrior support spec is something that some people have asked for.

If that is the case then a maximum of 2 skills can be support on a 2h weapon else you'll make a useless weapon with 1-2 attack skils. Then comes the question of what 'support' would this weapon provide? It cant provide might, traits do that. It cant provide Fury, shouts do that. Would it apply regeneration or health? Protection?

From my standpoint its better to make a weapon flexable, make it so the support comes from the skills and traits rather than the weapon, which will allow the player to work these weapons into different playstyles. Heck for all we know Anet might be making a new grandmaster trait system that changes all bursts to be power, condi or support depending on what you pick.

A lot of players also asked for 2h axe for a long time. I'm still confident that it will be pistol since it fills most of the missing gaps for the warrior. (Never forget that warriors suck vs kiters. You don't take a rifle because you drop sustain for it, however with pistol you can still at least have a shield on you.)

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I've posted two sample e-specs on the warrior forum a while ago for a Spear and a Pistol/Pistol support spec and frankly I'd be happy with either.

My interpretation of either as support was AoE debilitating conditions like weakness and/or poison and cripple with a focus on creating fields to blast on its own for enhanced effects via the traitline. That and I suggested 'Tactical' Bursts that utilized the OH weapon (or just a second burst for 2Handers) with only 2 adrenaline bars with only 10 adrenaline spent per use in both examples, things like some extra CC or extra Boons for the party depending on the weapon.

Grant it my view of land spear is admittedly a faster GS with a long range immob, a long range leap, and AoE weakness on the AA chain, but the actual damage numbers can be lowered so as not to become strictly better than GS. It would be the kind of weapon that would work best with Power-Expertise-Ferocity-Precision gear which does not currently exist, but I hope does in EoD for several unrelated warrior builds I have stored away in the event that stat combo becomes available.

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@Smoosh.2718 said:

@Psycoprophet.8107 said:spear for warrior, pistol would 100% be useless and a waste of a new weapon guaranteed going by anets past.

Answer this, what will the 'spear' or shall i call it staff give the warrior that it cant already do?It has GS for PowerIt has Hammer for Power CCIt has Rifle for power rangeIt has LBow for condi range

The only logical role Staff would fill for warrior is 2h melee condi...Personally I find condition damage play the most boring to play.

This is a question that has already been answered: Support.

Depending on the theme of the elite specialisation, it could also have more of an AoE focus than a single-target focus (if the elite specialisation is another case of mixing a bit of magic into the Warrior).

It might not be an answer you like, but it's an answer that isn't covered by existing 2H weapons, and a warrior support spec is something that some people have asked for.

If that is the case then a maximum of 2 skills can be support on a 2h weapon else you'll make a useless weapon with 1-2 attack skils. Then comes the question of what 'support' would this weapon provide? It cant provide might, traits do that. It cant provide Fury, shouts do that. Would it apply regeneration or health? Protection?

From my standpoint its better to make a weapon flexable, make it so the support comes from the skills and traits rather than the weapon, which will allow the player to work these weapons into different playstyles. Heck for all we know Anet might be making a new grandmaster trait system that changes all bursts to be power, condi or support depending on what you pick.

A lot of players also asked for 2h axe for a long time. I'm still confident that it will be pistol since it fills most of the missing gaps for the warrior. (Never forget that warriors suck vs kiters. You don't take a rifle because you drop sustain for it, however with pistol you can still at least have a shield on you.)

Healing is a potential use for a support staff. As is protection, for allies or for the warrior. Condi removal. Might can come from traits, but having additional sources could be worthwhile. Fury being on a shout doesn't prevent warrior from having fury on other sources, including weapon skills, and having multiple sources means that you don't need to pack all of them yourself. Depending on the theme of the elite specialisation, other boons may be possible, even the coveted quickness and alacrity.

And if we're going to make 'for all we know' statements, we can imagine anything. I'm not seeing any justification to your claim that staff will inherently suck just because. And if it turns out you made HOPE prematurely, you'll only have yourself to blame.

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@draxynnic.3719 said:Healing is a potential use for a support staff. As is protection, for allies or for the warrior. Condi removal. Might can come from traits, but having additional sources could be worthwhile. Fury being on a shout doesn't prevent warrior from having fury on other sources, including weapon skills, and having multiple sources means that you don't need to pack all of them yourself. Depending on the theme of the elite specialisation, other boons may be possible, even the coveted quickness and alacrity.

And if we're going to make 'for all we know' statements, we can imagine anything. I'm not seeing any justification to your claim that staff will inherently suck just because. And if it turns out you made HOPE prematurely, you'll only have yourself to blame.

Protection is a very rare boon for warrior, now the chances of warrior having this boon are very low due to being a heavy armoured high health class, however this is a boon the warrior does lack, which is odd for a 'soldier' class thats meant to be frontline. Might is and always will be really easy to gain on warrior, might is so easy to come by its value has become lesser so. So this boon would actually be a huge dissapointment to get on a weapon. As for Fury, you have the shouts, the elite signet and you also have the greatswords Burst skill (lets face it that weapon is still too good to drop no matter how hard we try to).

I am still very confident that the one handed range option is the right one for the next elite spec weapon. It ticks the most boxes of things the warrior can not do, its a far more flexible weapon which will be able to be worked into more builds than a 2h weapon ever will. With the addition to the heavy armoured NPC's using pistol my theory was more or less setting in stone, too much points to this being the weapon, gladly so from my side too, since I am not a fan of a single class that uses the staff skills, every single staff skill feels janky jarring and horrible to use. (on ele the staff is honestly a terrible weapon with outdate 2013 stuff on it. Newer additions to the likes of Thief, the staff feels off when using it, from the animations to the janky Vault skill. I have not found the staff fun to use on a single class, which is my biggest fear if this is the weapon.)

By all means, if it is staff when the time comes, tag me in a post and i'll give an honest review. If im surprised by it and its good I'll say and visa versa.

From a Lore point, pistol has so much to go by. Forget the whole fan boii 'But Guild Wars 1 had..' stuff, this is Guild Wars 2, where we should be getting new classes based on new things. We're 300 years into the future from Guild Wars 1 days. I can see the lore being set in place of the Charr teaching other warriors to use pistols to survive in harsh new lands allowing them to use new skills/shared skills, for example gadgets, summons or kits as an example.

The dangerous thing that many players/people do in this world is look back on things with rose coloured glasses. 'The past was better' they say, till they get someone from the past and realise actually how bad it is (Just look at the UK right now for that Example.). I do hope soon we get some leaks as to what elite specs each class will get, my money is still on the Pistol, I just hope anet pulls through on this expansion all together. What it needs to do is bring in things that are new, refreshing and fun.

As for HOPE, its a pistol i've wanted to make since it came out and having an expensive gamble makes it all the more fun. ^^,

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My basic ideas for the new elite specs. I'm mainly creating these from a WvW perspective so I focus on teamplay and minimal visual clutter or 1hit AI mechanics like clones, pets and minions. I'll update them on the go if I have new ideas:

Guardian -

Weapon - Off-hand Sword

Warrior - Monk

Weapon - Staff

The monk is the master of analyzing the enemy and punishing it for it's mistakes. Gain access to "Divination" skills. The Divination skills are either strong buffs to the allies or strong debuffs to the enemies. The monk can swap between different "Foreseight" modes with F1-F4 which uses adrenaline.

F1 - "Forseight of Damage". Mark your foe with the Foreseight of Damage. For each strike of adrenaline, the enemy damages up to 5 foes (including itself) in the area for 3% of their damage for 1 second.

F2 - "Foreseight of Movement". Mark your foe with the Foreseight of Movement. For each full stages of adrenaline, the enemy gets punished if they move. 1 stage: 5secs of Cripple and 5 secs of Chill. 2 stages - 5secs of Cripple, Chill and 3secs of Fear and Torment. 3 stages - knockback, 5 secs of Cripple, Chill, Torment and 3secs of Fear.

F3 - "Foreseight of Offense". Give yourself and nearby allies the Foreseight of Offense. You and your allies gain increased damage against foes with boons (+1% for all strikes of adrenaline) and superspeed for 5secs. You and your allies gain Might and Fury for 5secs if you have less boons than the enemy.

F4 - "Foreseight of Defense". Give yourself the Foreseight of Defense. For each stages of adrenaline, grant yourself and nearby allies (5) 1 second of invulnerability.

The staff is hybrid melee and ranged weapon for the warrior. In combat using weapon swap while a staff is equipped swaps between the weapon's melee and ranged modes.Overall the monk could go either offensive or defensive depending on the situation.

The utilities would follow a similar pattern, focusing on teamwork and coordination. For example:

"Divination of Union" - Utility. Grant yourself the Divination of Union for 10secs and gain Protection and Aegis for 5secs. Each time you receive a boon from another source, grant nearby allies 5secs immunity to movement-impairing conditions. Using the skill again breaks stun for you and nearby allies and gives 5secs of Stability and increases the recharge duration by 10secs.Recharge: 40secs.

"Divination of Rebirth" - Utility. Grant yourself the Divination of Rebirth. For 10secs you and nearby allies (5) ignore the lethal blow and instead of going to down state, recieve a barrier with 10% of your health for 5 seconds. Increase recharge time by 10secs for each ally saved by this skill.Recharge: 60secsRadius: 240

Revenant -Ranger - Warden

Weapon: N/A

The Warden can choose to deploy its pet to the mist to channel powerful attacks or strong buffs, utilities etc. The weapon skills are replaced by the mist pet skills. The warden gets access to Ward skills. (So the ranger can be viable in WvW in various roles as the pet-weapon skills would provide great opportunity for the ranger not to be a meme in WvW any longer. And of course outside of WvW too. Iboga pet-weapon skills could be condi spam, bear tanky etc).

Engineer -

Thief -

Elementalist - Something Astromy themed since Kaineng city people are obsessed with celestial objects. Gain access to a new element. Dark Matter maybe? (Or some more fitting GW2 lore version of an energy type, layline? bloodstone? etc.) As for the role I'd love to see something crazy with the new elements. Something a bit unpredictable and on the "high risk - high reward" side. So the elementalists in Cantha tapped into some very volatile unstable elemental energy which can be dangerous but they must be very careful with it.

Necromancer -

Mesmer - I've made a concept about it in the mesmer thread (Mentalist) but actually I would love to see something without clones because in WvW zergs that game mechanics is completely useless. I'd love to see a Hex mesmer, who doesn't necessarily deal a lot of damage on it's own but more like drains the enemy and forces them to kill themselves. On the line of "Feedback" and "Arcane Thievery" when the enemy basically damages itself, if the mesmer plays well. So I'd love to see something which makes the enemy to think when dealing with the new mesmer elite spec. The clones definitely need a rework in WvW.

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Since we're sharing, here are my ideas for e-specs that I've worked out so far

1. Guardian/Avenger: dps-focused spec.

Lore: Not wanting his skills to go to waste, a faction of Cantha's guardians, who came to be known as "Avengers," incorporated Shiro Tagachi's twin sword style into their fighting techniques, allowing them to strike at enemies even faster then beforeWeapon: Off-hand swordArmor: ShoulderProfession mechanic: Virtues become Furies*. a combination of Tempest's overload and warrior's adrenaline, Each fury can charge up over time with each attack. Once charged they can release an AoE field that has different effects depending on the fury used. Furious Justice; damage/burning, Furious Resolve; healing/condi cleanse, and Furious Courage; stability/resistance. The major drawback is that they can only focus on one fury at a time so you need to keep that in mind during battleUtility skills: Rage. These skills can speed up the charging time of furies when used

2. Revenant/Savant: dps-focused (plus some condi) spec.

Lore: Oola and Zinn were master and apprentice turned bitter rivals in the world of golemancy. Now revenants can channel both of their legends and talents as SavantsWeapon: Scepter, focus, or dagger**Armor: GlovesProfession mechanic: Channels the legends of golemancers, Oola and Zinn, doing so causes a classic golem to appear that never strays too far from your current location. Grants unique profession skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and your golem to siphon health and convert boons into conditions. Utility skills: Legendary Savant skills. Unique only to savants, these allow the player to command 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 and rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet.

3. Warrior/Monk: Support-focused spec.

Lore: Naming themselves after the monks of old, these warriors seek inner peace and balance, even in the heat of battleWeapon: Melee staffArmor: GlovesProfession Mechanic: Serenity. Similar to the Berserk mode of berserkers, it is a unique burst skill that alters existing burst skills to grant different boons to themselves and allies depending on which burst skill is usedUtility skills: Mantras.

4. Engineer/Apothecary or Aethermancer***:

4a. Apothecary: Condi-focused specLore: Apothecaries are masters of chemicals that have studied various elixirs and poisons over the years and uses this knowledge to enhance their fighting capabilitiesWeapon: main hand/dual wield axes***Armor: GlovesProfession mechanic: n/aUtility skill: Chemicals. similar to Thief's venom skills, these can add additional conditions and/or boons to your weapon skills or create aoe fields that can harm enemies and buff allies.Note: This could potentially bring back old traits such as Acidic Elixirs and Acid coating.

4b: Aethermancer: CC-focused specLore: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as AethermancersWeapon: Main-hand maceArmor: GlovesProfession mechanic: N/AUtility skills: Aether weapons. Summons weapons of pure aether energy to attack or defend, similar to guardian's spirit weapons

5. Elementalist/Spellslinger: Ranged/dps-focused spec

Lore: Some elementalists are not able to wield magic like their brethren. Fortunately, the ones in Cantha found a workaround for that by focusing the elements into specially made ammunition, allowing them to cast spells through pistols at great distances by simply pulling the triggerWeapon: Dual pistolsArmor: Helm/chest (Maybe a trenchcoat like medium armor has)Profession mechanic: Attunements become ammunition. Spellslingers are able to attack without needing to be attuned to a specific element, and instead creates bullets that are based on one of the four elements. These bullets last for about 15 charges, but this can be increased to 20 through e-spec trait. they're able to switch to other ammo like before but if you do with while another set of ammo is active, you will lose the leftover charges and will have to wait until cooldown to use them again. The tradeoff is that all other weapon skills lose their original attunements unless activated again and instead use non-elemental arcane energy in their placeUtility skills: Tricks

6. Ranger/Warden: Dps/CC-focused spec

Lore: 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 itWeapon HammerArmor: Boots/helmProfession mechanic: Build energy during combat to use unique skill to temporarily transform into large tree monster with CC.Utility skills: Punishments

7. Thief/Gangleader: DPS/support-focused spec

Lore: Various gangs run rampant in the criminal underworld. As a gangleader, you will command your underlings to do your bidding while aiding them in battleWeapon: GreatswordArmor: GlovesProfession mechanic: N/AUtility skills: Minions. Summon gang members with unique abilities and effects, similar to Necromancer's minions

8. Mesmer/Psychomancer

(I wasn't able to come up with anything that could work for mesmers, so now I support this person's idea called "The Psychomancer." Check it out here: https://en-forum.guildwars2.com/discussion/58284/the-psychomancer-mesmer-elite-specialization-suggestion )

9. Necromancer/Seance: Support/ranged-focused spec

Lore: Seances seek to bring peace to restless souls and protect them from otherworldly creatures that would harm them. They can also summon spirits to aid them in battleWeapon: Longbow/shortbow***Armor: GlovesProfession Mechanic: Replaces Death Shroud with Spirit Shroud. This grants unique skills that heals and buffs themselves and other players as well as do damage. #5 skill grants the user distortion for a few secondsUtility skills: Spirits. Similar to Ranger's spirits, seance's summon ghostly souls that cause effects depending on which ones where summoned. These skills can also be traited to grant distortion when activated

Name subject to changewould like to see a combination of two of these, even if it is unlikely that will happen.Either one could work

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@draxynnic.3719 said:

@Psycoprophet.8107 said:spear for warrior, pistol would 100% be useless and a waste of a new weapon guaranteed going by anets past.

Answer this, what will the 'spear' or shall i call it staff give the warrior that it cant already do?It has GS for PowerIt has Hammer for Power CCIt has Rifle for power rangeIt has LBow for condi range

The only logical role Staff would fill for warrior is 2h melee condi...Personally I find condition damage play the most boring to play.

This is a question that has already been answered: Support.

Depending on the theme of the elite specialisation, it could also have more of an AoE focus than a single-target focus (if the elite specialisation is another case of mixing a bit of magic into the Warrior).

It might not be an answer you like, but it's an answer that isn't covered by existing 2H weapons, and a warrior support spec is something that some people have asked for.

Melee support based on combos is the way to go imo. Not healing, just defensive boons (protection or barrier).

@ThrakathNar.4537 said:

@"MrForz.1953" said:So, Dreadnought spec gets to cannibalize Scrapper too. Because you know, Holosmith didn't do that hard enough throughout the years already.

Mind elaborating? I didn't get into detail regarding individual skills or roles, so I don't see how any of that is happening at all in any way whatsoever.

I didn't write the original comment, so I can't speak for their personal motivations, but I do agree with the general idea that your concept for dreadnought feels very much like a clone of scrapper in aesthetic, and holosmith in mechanics. Scrapper's "theme" and general design is electrical (Hammer skills 1,2,4,5 + various traits) and mechanical (gyros, hammer skill 3, espec weapon skin). I mean, you want the weapon for the dreadnought to be a mace themed around toolkit (like a wrench) but that's the exact same idea as the Scrapper hammer,
. I understand that many people want to play that minion-mancer mechanical class, but the fact remains that it already exists in the form of Scrapper, and core engineer (although turrets are desperately in need of a rework). There are so many other ways that engineer can be taken without needing to resort to the same themes as past elite specialisations. Perhaps a sound engineer, who uses a staff like a tuning fork, force-pushing around enemies and rending and incapacitating them with sound waves and shouts. Or maybe some sort of toxicologist, who launches arrows bearing poisonous elixrs using a shortbow, and makes use of venoms or corruption skills to inflict opponents with conditions. Or maybe even some sort of arcane metallurgist, who uses a combination of magic and engineering to forge powerful weapons to dominate the battlefield (similar to spirit weapons). Anything other than Scrapper 2.0.

And on the point of the mechanics, I don't particularly agree that the espec shouldn't receive new utility types. I think that kits as they are have enough value in all gamemodes without needing to be powered up any more, and that new utility types brings more ways to experience a class. As far as the whole dreadnought suit thing goes, and flipping over your toolbelt skills to alternate, fixed, versions, I'm on board with that. The only thing I take issue with is having a "transformation", given how many ingame mechanics that can break already with photon forge (not being able to pick up crystals on solid ocean, or not being able to mount, even out of combat) and so would prefer something else to having another transformation, purely for gameplay reasons.

I mean, the scrapper is (was) a minion master, but the dreadnought has no minions. If anything, dreadnought would be similar to the holosmith, since both transform.

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@Lonami.2987 said:

@"MrForz.1953" said:So, Dreadnought spec gets to cannibalize Scrapper too. Because you know, Holosmith didn't do that hard enough throughout the years already.

Mind elaborating? I didn't get into detail regarding individual skills or roles, so I don't see how any of that is happening at all in any way whatsoever.

I didn't write the original comment, so I can't speak for their personal motivations, but I do agree with the general idea that your concept for dreadnought feels very much like a clone of scrapper in aesthetic, and holosmith in mechanics. Scrapper's "theme" and general design is electrical (Hammer skills 1,2,4,5 + various traits) and mechanical (gyros, hammer skill 3, espec weapon skin). I mean, you want the weapon for the dreadnought to be a mace themed around toolkit (like a wrench) but that's the exact same idea as the Scrapper hammer,
. I understand that many people want to play that minion-mancer mechanical class, but the fact remains that it already exists in the form of Scrapper, and core engineer (although turrets are desperately in need of a rework). There are so many other ways that engineer can be taken without needing to resort to the same themes as past elite specialisations. Perhaps a sound engineer, who uses a staff like a tuning fork, force-pushing around enemies and rending and incapacitating them with sound waves and shouts. Or maybe some sort of toxicologist, who launches arrows bearing poisonous elixrs using a shortbow, and makes use of venoms or corruption skills to inflict opponents with conditions. Or maybe even some sort of arcane metallurgist, who uses a combination of magic and engineering to forge powerful weapons to dominate the battlefield (similar to spirit weapons). Anything other than Scrapper 2.0.

And on the point of the mechanics, I don't particularly agree that the espec shouldn't receive new utility types. I think that kits as they are have enough value in all gamemodes without needing to be powered up any more, and that new utility types brings more ways to experience a class. As far as the whole dreadnought suit thing goes, and flipping over your toolbelt skills to alternate, fixed, versions, I'm on board with that. The only thing I take issue with is having a "transformation", given how many ingame mechanics that can break already with photon forge (not being able to pick up crystals on solid ocean, or not being able to mount, even out of combat) and so would prefer something else to having another transformation, purely for gameplay reasons.

I mean, the scrapper is (was) a minion master, but the dreadnought has no minions. If anything, dreadnought would be similar to the holosmith, since both transform.

The main point of my comment was that giving dreadnought a mech suit and a wrench-like mace would encroach too closely on scrapper's mechanical aesthetic and hammer skin that looks like a wrench.Although if the dreadnought is going to copy anything from holo, it shouldn't be the transform mechanic, because that is by far the jankiest part of holosmith.

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Actually I like the idea of adding nee weapons to the game. But what about giving everybody an access to them all for the sake of balance? I know it may sound crazy but think about it - deciding what profession gets what new weapon on top of new elite specs seems like an RIP for balance ever more than it is now

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Sorry but the Mesmer idea(s) are too weak for my liking and don’t really bring anything “unique” or worthwhile to the profession.

Mesmers have endured way too many nerfs, so for this third E-Spec, it should be treated as if it was “possibly” the last E-Spec EVER. So the need for shatters needs to finally be removed or reinvented so the glass doesn’t have to rely on them so much for damage.

IDEAL weapon choices should be:MH Pistol with perhaps Acrobatic/Stance skillsTrident or Warhorn with Shout skills

New mechanics I’d like to see implemented to replace what we have would be: Hexes and/or Conjures/kits aka Instruments to work hand in hand with the Warhorn weapon.

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