[Suggestion] Propose the Next Elite! — Guild Wars 2 Forums

[Suggestion] Propose the Next Elite!

Hi fellas,
i thought that would have been nice a thread to gather all possible Elite proposal for the incoming expansions.
Maybe ANET would like the Concept, maybe some skills, or else some adjustement could be useful for the currents avaible... or could be simply fun to read each other proposals.

Template:

Elite Name: Name of the Elite Specialization
Class: Name of the Class which uses it
Weapon unlocked: Weapon given by the Elite
Weapon Skills: Weapon skills ( if kits or combinations, like thieves or weaver, are included, explain them all.
Skill Category unlocked: New kind of skills unlocked by the Elite
Utility/Elite: A brief description of the new Utility and Elite skills.
Traits:: Description of Minor/GM traits ( or maybe just the essential traits which should make the Elite work )
F1 changes: Modifies to F1 skill/s
Role: Supposed Role ( Support/dps/bunker/condition etc... )
Mechanics: Here you'll give a brief, or detailed description of how the class should work with that new elite.
Others: Equipment or something else

Guess there's everything... hope you enjoy the idea!

<1

Comments

  • As much as scourge addresses the lack of support for Necromancer, I would still love to see a Haemomancer (blood mage).

    A class themed around blood used to heal perhaps based on condition damage, whereby bleeding enemies heals allies, etc etc.

    Rapthorne Deathbane: Scourge of the Northern Shiverpeaks.
    Always happy to lend a hand, pm me here or in game with questions

  • Shirlias.8104Shirlias.8104 Member ✭✭✭✭

    @rapthorne.7345 said:
    As much as scourge addresses the lack of support for Necromancer, I would still love to see a Haemomancer (blood mage).

    A class themed around blood used to heal perhaps based on condition damage, whereby bleeding enemies heals allies, etc etc.

    Hmmm maybe Elixir skills.
    Or couldn't be related?

  • Yogmondminer.5173Yogmondminer.5173 Member ✭✭
    edited September 14, 2017

    @Keitaro Dragonheart.9047 said:
    A guildie and I were talking about the Necromancer last week and one of the mechanics I missed was sacrificial skills. So I started thinking of that in terms of an elite spec, and out of boredom one day, I started crafting The Reaver. :P

    Necromancer: The Reaver

    The Necromancer becomes the Blood Fanatic known as “The Reaver”. With a sacrifice of health, the Reaver casts deadly spells on the enemy to inflict maximum suffering. Blood is their power and the razor's edge between life and death, reveling in the suffering of others. A Reaver is a terrifying sight to behold on the battlefield.

    **New Weapon: **Mainhand Sword
    **New Mechanic: **Blood Rage

    Blood Rage: Replaces your Death Shroud. Instead of the life force of others, Blood Rage is empowered by your own life force. Damage, whether self-inflicted or dealt by external forces, powers your Blood Rage. A red aura appears around the Reaver; their damage is increased by 10% and all of their attacks and enemy-targeted skills steal health equal to 10% of the damage they inflict. Lasts 10 seconds. (20s Recharge)

    Sword Skills

    1. Blood Slash – Steal X health>Blood Rend **– Steal X Health.>Blood Reave** – Steal X Damage. Vulnerability x3 (5s)
    2. Vampiric Bite – Deals X Damage. Steal Health if target is below 50% [10s Recharge]
    3. Lifebane Arc – Swing your sword in an arc all around you. Steal Health from all foes you strike: Number of Targets – 5 [20s Recharge]

    Healing Skill -

    Soul Leech – Sacrifice: Lose 5% of your health. Heal for 5000 Health. For 5 seconds, all of your attacks steal health equal to 50% of your damage (20s Recharge)

    Utility Skills – New Utility Type – Sacrifice. Sacrifice Skills have no recharge, but cost health to cast.

    **Blood of the Master **– Sacrifice: Lose 10% of your health. Your minions gain Regeneration for 10 seconds.

    Vampire's Gaze – Sacrifice: Lose 15% of your health. Deal X damage and inflict Vulnerability (10 Stacks, 10 seconds)

    Dark Bond – Sacrifice: Lose 10% of your health. Remove all of your conditions and apply 2 stacks of bleeding (7s) to the target for each condition removed in this way.

    Blood Renewal – Sacrifice: Lose 15% of your health. Gain super speed (5s). Your Endurance regenerates twice as fast (10s)

    Elite Skill –

    **Cultist's Fervor **– Sacrifice: Lose 20% of your health. Generate an aura (600 Radius) around yourself. For 15 seconds, you and all allies within the aura steal health equal to 25% of your damage to any foes in range.

    Reaver Elite Specialization Traitline:

    Minor Traits:

    Adept: Blood Mage – Death Shroud turns into Blood Rage.

    Master: Hemorrhage – In addition to other conditions you apply, you also apply bleeding.

    Grandmaster: Blood Fanatic – You siphon health equal to a portion of the bleeding damage you inflict.

    Major Traits:

    Adept:

    1. Bloody Massacre – Critical Hits on a foe cause an explosion that inflicts bleeding on nearby foes.
    2. Blood Bond – Striking a bleeding foes increases your critical hit chance.
    3. Blood Thirsty – Blood Rage automatically activates if your health drops below 10%.

    Master:

    1. Vampiric Bite – Sword Skills have reduced recharge. Steal health (5%) on a Critical Hit.
    2. Dark Pact – Incoming disables are sent back to the source. Inflict bleeding on the source.
    3. Predatory Instincts – Gain Super Speed (5s) when activating Blood Rage.

    Grandmaster:

    1. Order of the Vampire – When you steal or siphon health, allies in range (900) are also healed.
    2. Masochism – Increased damage (10%) as long as you are suffering from a movement-impairing condition.
    3. Vampire's Hunger – Sacrifice 2% less health with sacrificial skills. Sacrifice 5% less while in Blood Rage. Cast Soul Leech for free when your health is below 10%.

    Role: DPS

    The skills may seem a bit overpowered, but the trade off is, you're sacrificing your own health to cast these skills, so the effects SHOULD be powerful. Idk anything about balance and all that jazz, but this is just a fun idea anyway, so...there it is. :P

    No no no no, the heal and elite are SO OP, with the necro's high base vitality, and a 600 ranged AOE group heal 25% for 15 sec is so kitten OP, even the guard has one heal like this and the kitten thing heals it almost instantly, and it's only 20% for 6 sec. Also if you mention the heal its " Lose 5% of your health. Heal for 5000 Health. For 5 seconds, all of your attacks steal health equal to 50% of your damage " ... Why?, that's the same as if you said "Lose 1k health, gain 5k back and then have insane heal for 5 sec", I mean even with a cast time, if you get it off you'll be insta healed, Not to mention you can also cast the elite, stacking the heal to 75% for 5 sec and 25% for 10 sec, making you able to just spam the skills with so much burst nothing would be able to stop you in the time you had the insane heals on, and even after that the cooldown on the normal heal is kitten kitten....
    Dont get me wrong i want something good for the necro, but if you have NO idea about game balance, dont post numbers, because this build would literally be able to beat anything in 1v1 and probably even 2v1 and 3v1.

    Edit: Oh also this intended to be a DPS BUILD? And you didn't think a 25% heal would be OP? Even with reaper i can do 20k dmg in a few seconds, and when i get my DPS up its above 10k most the time even in PvP, meaning you'd just be immortal with a DPS spec .-.

  • Shirlias.8104Shirlias.8104 Member ✭✭✭✭

    Guardian has something similar.
    https://wiki.guildwars2.com/wiki/Litany_of_Wrath
    Dunno if "that" necro would deal more damage with some kind of equip.

  • Keitaro Dragonheart.9047Keitaro Dragonheart.9047 Member ✭✭
    edited September 14, 2017

    @Yogmondminer.5173 said:

    @Keitaro Dragonheart.9047 said:
    A guildie and I were talking about the Necromancer last week and one of the mechanics I missed was sacrificial skills. So I started thinking of that in terms of an elite spec, and out of boredom one day, I started crafting The Reaver. :P

    Necromancer: The Reaver

    The Necromancer becomes the Blood Fanatic known as “The Reaver”. With a sacrifice of health, the Reaver casts deadly spells on the enemy to inflict maximum suffering. Blood is their power and the razor's edge between life and death, reveling in the suffering of others. A Reaver is a terrifying sight to behold on the battlefield.

    **New Weapon: **Mainhand Sword
    **New Mechanic: **Blood Rage

    Blood Rage: Replaces your Death Shroud. Instead of the life force of others, Blood Rage is empowered by your own life force. Damage, whether self-inflicted or dealt by external forces, powers your Blood Rage. A red aura appears around the Reaver; their damage is increased by 10% and all of their attacks and enemy-targeted skills steal health equal to 10% of the damage they inflict. Lasts 10 seconds. (20s Recharge)

    Sword Skills

    1. Blood Slash – Steal X health>Blood Rend **– Steal X Health.>Blood Reave** – Steal X Damage. Vulnerability x3 (5s)
    2. Vampiric Bite – Deals X Damage. Steal Health if target is below 50% [10s Recharge]
    3. Lifebane Arc – Swing your sword in an arc all around you. Steal Health from all foes you strike: Number of Targets – 5 [20s Recharge]

    Healing Skill -

    Soul Leech – Sacrifice: Lose 5% of your health. Heal for 5000 Health. For 5 seconds, all of your attacks steal health equal to 50% of your damage (20s Recharge)

    Utility Skills – New Utility Type – Sacrifice. Sacrifice Skills have no recharge, but cost health to cast.

    **Blood of the Master **– Sacrifice: Lose 10% of your health. Your minions gain Regeneration for 10 seconds.

    Vampire's Gaze – Sacrifice: Lose 15% of your health. Deal X damage and inflict Vulnerability (10 Stacks, 10 seconds)

    Dark Bond – Sacrifice: Lose 10% of your health. Remove all of your conditions and apply 2 stacks of bleeding (7s) to the target for each condition removed in this way.

    Blood Renewal – Sacrifice: Lose 15% of your health. Gain super speed (5s). Your Endurance regenerates twice as fast (10s)

    Elite Skill –

    **Cultist's Fervor **– Sacrifice: Lose 20% of your health. Generate an aura (600 Radius) around yourself. For 15 seconds, you and all allies within the aura steal health equal to 25% of your damage to any foes in range.

    Reaver Elite Specialization Traitline:

    Minor Traits:

    Adept: Blood Mage – Death Shroud turns into Blood Rage.

    Master: Hemorrhage – In addition to other conditions you apply, you also apply bleeding.

    Grandmaster: Blood Fanatic – You siphon health equal to a portion of the bleeding damage you inflict.

    Major Traits:

    Adept:

    1. Bloody Massacre – Critical Hits on a foe cause an explosion that inflicts bleeding on nearby foes.
    2. Blood Bond – Striking a bleeding foes increases your critical hit chance.
    3. Blood Thirsty – Blood Rage automatically activates if your health drops below 10%.

    Master:

    1. Vampiric Bite – Sword Skills have reduced recharge. Steal health (5%) on a Critical Hit.
    2. Dark Pact – Incoming disables are sent back to the source. Inflict bleeding on the source.
    3. Predatory Instincts – Gain Super Speed (5s) when activating Blood Rage.

    Grandmaster:

    1. Order of the Vampire – When you steal or siphon health, allies in range (900) are also healed.
    2. Masochism – Increased damage (10%) as long as you are suffering from a movement-impairing condition.
    3. Vampire's Hunger – Sacrifice 2% less health with sacrificial skills. Sacrifice 5% less while in Blood Rage. Cast Soul Leech for free when your health is below 10%.

    Role: DPS

    The skills may seem a bit overpowered, but the trade off is, you're sacrificing your own health to cast these skills, so the effects SHOULD be powerful. Idk anything about balance and all that jazz, but this is just a fun idea anyway, so...there it is. :P

    No no no no, the heal and elite are SO OP, with the necro's high base vitality, and a 600 ranged AOE group heal 25% for 15 sec is so kitten OP, even the guard has one heal like this and the kitten thing heals it almost instantly, and it's only 20% for 6 sec. Also if you mention the heal its " Lose 5% of your health. Heal for 5000 Health. For 5 seconds, all of your attacks steal health equal to 50% of your damage " ... Why?, that's the same as if you said "Lose 1k health, gain 5k back and then have insane heal for 5 sec", I mean even with a cast time, if you get it off you'll be insta healed, Not to mention you can also cast the elite, stacking the heal to 75% for 5 sec and 25% for 10 sec, making you able to just spam the skills with so much burst nothing would be able to stop you in the time you had the insane heals on, and even after that the cooldown on the normal heal is kitten kitten....
    Dont get me wrong i want something good for the necro, but if you have NO idea about game balance, don't post numbers, because this build would literally be able to beat anything in 1v1 and probably even 2v1 and 3v1.

    Edit: Oh also this intended to be a DPS BUILD? And you didn't think a 25% heal would be OP? Even with reaper i can do 20k dmg in a few seconds, and when i get my DPS up its above 10k most the time even in PvP, meaning you'd just be immortal with a DPS spec .-.

    Well, the heal skill was literally the hardest thing to come up with. I literally spent over an hour on it. It's a sacrifice skill, so you have to sacrifice health to heal? So I had to think of something that made a HEALING skill worth sacrificing health for. That was pretty much the best I could come up with. xD Though yeah, 50% is probably too much. I'd probably drop that to, like, 15% and up the recharge to 30s. If anything, you could probably up the sacrifice cost too. But again, it's a healing skill with a sacrifice cost tacked on to it, so the heal had better be worth the sacrifice.

    In hindsight, perhaps a "sacrifice"-type skill would be difficult to balance. I mean, maybe tack on recharge times, I guess? But the real trouble, I suppose, is finding the right "cost" in health, while ensuring that the effect is still worth the skills' usage. I actually meant to go back over it and trim the numbers down a bit, but I got distracted (ADHD, yay) and forgot. xD The whole concept was, basically, revolving around blood; sacrifice and stealing. And the no recharge part was meant as a double-edged sword; if the necro isn't watching their health, they can literally kill themselves.

  • @rapthorne.7345 said:
    As much as scourge addresses the lack of support for Necromancer, I would still love to see a Haemomancer (blood mage).

    A class themed around blood used to heal perhaps based on condition damage, whereby bleeding enemies heals allies, etc etc.

    Umm... https://wiki.guildwars2.com/wiki/Blood_Magic

  • There are 2 elite specs I'd like to see in a future xpac;

    First is is a defense-oriented staff warrior whose theme is spiritual like the Monks from GW1 and their utility skills can either be the ranger's aoe spirits, the guardian's spirit weapons, or something completely original.

    The second spec would be for the revenant. I for this, I recently decided to give it both a scepter and a focus, and the legend it will channel will the golemancer Oola (or Zinn, or maybe both at once! Wouldn't that be something?!) This will be a power-focused spec, like Shiro, and it's utility skills would be physical skills (like the warrior) and would be carried out by a holographic golem that hovers around the player, and it's elite utility skill would summon 2 old model golems to fight alongside the player for a short time.

  • Acheron.4576Acheron.4576 Member ✭✭
    edited September 16, 2017

    Elite Name: Lich Knight
    Class: Necromancer
    Weapon unlocked: Sword and Shield
    Weapon Skills:

    1: Combo centered around building up life force quickly. Deals low damage.

    2: A 6-8 hit slashing attack that recovers health to minions on each hit. If the minions are split on targets using this skill causes them to focus this one target.

    3: A channeled aoe that recovers health to minions. If you have multiple enemies and minions your minions will split up and attack different targets within the aoe.

    4: Create a wall of bone to block an enemies path and can be damaged. Grants life force when it takes damage.

    5: Block incoming attacks and heals minions for each block

    Skill Category unlocked: Enhancements - used to buff your minions pending on which minion.
    Utility/Elite:
    Healing skill - heals self and grants regen to minions.
    Dark Flame - cloaks your minions in a dark flame that changes effect based on the minion. Guard Skeleton - weakness, Sword Skeleton - gets burning on its attacks, Staff Skeleton - increases damage of their ranged attacks.
    Bone Armor - increase minion durability by halting the degeneration of summoned minions.
    Helm of Madness - causes your minions to gain a quickness effect for a certain amount of time. Their eyes radiate a red glow.
    Elite: Bone Explosion - your minions rush target and explode dealing more damage depending on how high your minion counter is.

    Traits:: A couple of GM traits would be
    to increase your minion counter from 9 to 10 gaining access to a new powerful amalgamation.
    minions decay more slowly than normal
    F1 changes: Use life force to summon undead minions who have stats based on their type and their health slowly degenerates. There is a max counter of 9, or 10 traited.
    F1: Skeleton Guard - summons a shield using skeleton. It has a high toughness stat and naturally decays slower than others.
    F2: Sword Skeleton - A melee attacking skeleton that bleeds and poisons the target. Has focus on condition damage
    F3: Staff Skeleton - A magic using skeleton that attacks from range with raw power. Has focus on power damage.
    F4: Amalgamation - You combine 3 of your summons together to make more advanced minions who decay slower and become stronger.

    Guardian Skeleton - Has high def and can better control your target usually keeping it off your more fragile summons. (at least 2 of the 3 sacrificed minions need to be Skeleton Guards.)
    Warrior Skeleton - Carries two swords instead of one. Can inflict more conditions like torment and cripple. (at least 2 of the 3 are Sword Skeletons)
    Lich skeleton - A more powerful magic using skeleton with access to bone minions that run to target and explode. (at least 2 of the 3 are Staff Skeletons)
    If you select select the 10 counter you gain access to a new amalgamation.
    Bone Wyvern - It looks and fight much like the adolescent wyvens seen in HoT mops. It requires you to have 10 basic level minions and uses up all 10 of your counters so until it dies...again... you won't be able to bring out another one. Its stats are made up of the skeleton you sacrifices. Guard - toughness and durability, Sword - condition damage, Staff - power. Outside of AA it has access to a breath skill pending on what the highest stat is. Power - A breath that deals raw damage, Condition - A poison breath that give stacks of poison in an aoe, for toughness debilitating roar that fears and grants debuffs weakening the enemy.

    The skeletons summoned are randomly skeletons belonging to different playable races.

    Role: The unique playstyle is a damage dealer that plays like a support. Your character supports the minions while the minions do the damage. You can choose to play a tanky role while doing so or have the Guard minions do that for you.
    Mechanics: Your goal is to get a constant stream of life force to keep bringing out more undead. There are two different approaches to take when it comes to minions. Do you want to have several weaker minions, a smaller amount of advanced minions, or do you want one stronger minion. The minions are in a constant state of decay normally and your goal is to keep them up for as long as possible though skills that specifically heal minions. The stronger minions have a slower decay rate, while the basic minions when there are enough they can attack several times and can be split among targets.
    Others: You will want to have high healing power to help counter the decay and if you want to be right in the enemies face to keep the enemy distracted then you may want toughness and Vitality as well. Due to the nature of toughness you might not want to use it during group play.

    Counters: There are two major ways to counter this. One is to deny the Lich Knight life force stopping their ability to bring out more minions. Second is to kill their minions by focusing them down. Without their minions they are just a big punching bag with a butter knife.

  • Orpheal.8263Orpheal.8263 Member ✭✭✭
    edited September 17, 2017

    Elite Name: Minstrel
    Class: Mesmer the true Bard Origin which uses INSPIRATION and has already Singing Skills in its Core Design, see https://wiki.guildwars2.com/wiki/Siren's_Call
    Trivia: Sirens were creatures in Greek mythology who lured sailors to their death with beautiful music and song.
    Weapon: Shortbow (Harp Skin)
    Utility Skill Type: Instrument Kits
    Gameplay Elements: Echoes, Rhythm & Melodies, Songs provided by the various Instrument Kits and which replace as System the Shatter Skills/Clones as you will have now instead of 3 Clones/Phantasms now instead up to 3 Melodies/Songs active, while Echoes are Skill Effects unique to the Bard Skills and Rhythm changes the outcome of the Bard Skills to have various effects
    Weapon Skills:
    1) Harmonic Strings - Increases your Rhythm, shoots out an Arrow which lets allies gain Random Boons in its Line of Sight and deals more damage, so more Conditions the Enemy has.
    2) Sonic Wave - Shoot an incredibly fast unblockable Arrow that pierces through the Sonic Wall, dealing Vulnerability to up to 5 foes in line of sight and knocks them back
    3) Siren's Lullaby Shoot out a fan of arrows twice, which increases for each hit foe slightly your Rhythm. Each Arrow has a chance to put your foes to Sleep, a Bard unique form of Stun, but lasts slightly longer, therefore lets foes lose Conditions per Second as long they Sleep.
    4) Repeat Shoot at your Target Area, decreasing your Rhythm, but create at the target Area an Echo, which lets Skills performed in that Area happen twice after a short delay
    5) Melodic Overture - Shoot at your Target, creatign on impacte a random Melody, which will Boosts based on the Melody in that Area an Attribute for your Allies.
    Melody of Passion for example raises Power, Melody of Happiness for example Vitality and so on and so forth, basically this works like temporary invisible Banners with its Effects of the same type stacking up to 3x theoretically if you get 3x the same effect.

    Healing Skill: Violin Kit Heals you on activation
    1) Harmonic String = Just like the Shortbow AA
    2) Balad of Preservation = Play a Song which as long as you play it, grants you and your nearby allies Protection and Regeneration.
    3) Requiem of Souls = Play a Song which slows the Health Degeneration from Downed Allies so that they can rally faster and which grants Retribution while you play it to you and nearby Allies.
    4) Serenade of Friendship = Play a Song, which grants Might per nearby Ally (up to 5 Stacks) as long as you play this Song and removes Conditions every few seconds.
    5) Aria of Peace = Play a Song, which grants Stability to you and nearby Allies and Aegis when you end this Song.

    Utility Skill: Electric Guitar Kit
    1) Shocking Sounds Send out Shockwaves, that have a small chance (10%) to daze your hit foes.
    2) Wild Staccatto Jam your E-guitar with a wild solo, sending out lots of quick sonic bursts that will deal damage to foes and cause Vulnerability (basically similar to Rapidfire, but weaker, therefore with a Condition)
    3) Unoverhearable Melody Taunt foes with this Melody if they step into its Melody Area you created with this Skill.
    4) Sonata of Elements Play a Song, which increases while you play the Effects of Burning, Chill, Vulnerability and Petrification for you and your Allies by 20% and lets these Effetcs last longer
    5) Allegretto of Quickness Play a Song, which grants you and nearby Allies Vigor and Super Speed while playing and Quickness when you end this song.

    Utility Skill: Rattles Kit
    1: Rhythmic Strike = Strike your foes with your Rattles (Mace like size), which has with higher Rhythm higher chance to deal more Critical Damage and to be a Critical Hit.
    2: Salsa of Slowness Play a Song, which gives foes the illusion, that you and your allies are so fast, that they suffer under Slow when being hit by your from the Song affected Allies as long as you play the Song..
    3) Boléro of Passion Vibrate your Rattles to this Song, which causes your Allies to gain a chance of causing Burnings with their Attacks while you play this and you gain Resistance.
    4) Resonance of Fate Causes an Echo after striking a foe with your Rattles. You gain Retribution
    5) Rattlesnake Strike Strike your foe with the Rattles, poisons and weakens the foe and perform a backwards roll to gain distance with that you evade incoming damage.

    Utility Skill: Tambourine Kit
    1) Whirling Sound = Throw the Tambourine like a Chakram, letting it bounce between up to 3 Targets around, causing Bleedings. from the Sonic Blades of the Tambourine
    2) Rumba of Agility = Play a Song which grants you and your nearby Allies Fury and Swiftness., which makes affected players also immune to Cripple & Chill
    3) Crescendo of Stars = Play a Song, which reduces your Rhythm, but which summons illusionary Shooting Stars which crush in a wide area at random positions while playing this Song.
    4) Melodic Ring = Create at your position a Melody which raises a random Attribute of your and your allies, while standing in the melodic area.
    5) Sonic Wall = Create with your Tamborine a Sonic Wall in front of you, which will block Projectiles and causes strong Bleedings to foes, that move simply through it. it stuns also foes, that stand longer in it, than 3 seconds for 2 seconds.

    Utility Skill: Flute Kit
    1) Blowpipe Shot Shoot a poisonous Dart from your Flute like a Blowpipe.
    2) Melody of Guidance Create a melody at your target position, which when you or allies enter it, grants Resistance
    3) Melody of Marching Create a melody at your target position, which when you or your allies enter it, grants Stability, Removes Torment, Cripple and Immobilization
    4) Sonic Stream/Returning Wind Turn yourself into just air and teleport yourself with a wave of your sound to your Target Location, causing Bleeding to nearby foes where you reappear. Turns into Returnign Wind, lettign you teleport back to your original position, losing 2 Conditions.
    5) Melody of Demotivation Create a Melody, which lets you or your ally remove boons with attacks when standing in that Melody Area.

    Elite Skill: Symphony of Inspiration
    Creates from all of your Kits 1 Environmental Weapon, allowing that way also Non-Bards to use temporarely the Kit Skills from the Bard as an Environmental Weapon that replaces their Weapon Skills, cause they got so inspired by you, that they want to try it out too.

    F-Mechanic: Rhythm Increases from Attacking foes, decreases from receiving damage or performign certain Skills. Higher Rhythm makes the Skills you use more effect, you gian a Critical Hit Chance from higher Rhythm. Is your Rhythm low do you have instead a Bonus on skill Recharge Time.

    Traits:

    Adept
    1) Musician = Unlocks Minstrel Elite Spec, Shortbow, replaces Shatter/Clone System with Rhythm System. Skills Traits that work for Clones will work in this case for Melodies, or create Echoes instead of Clones
    1.1) Rhythm in Blood = Increases the Rhythm you gain from your Attacks and increases the Rhythm Bar, so that you can gain potentially more Crit Bonus or have potentially on low Rhythm potentially longer a Cooldown Reduction, before the CDR turns into a Crit Damage/Rate Bonus at a certain threshold
    1.2) Tactfulness = Reduces Cooldowns of Kits and grants Endurance on activation of a Kit, basically like Sigil of Energy on Weapon Swap
    1.3) Synchronization = Your Echoes last longer, before they disappear

    Master
    2) Sound Adjustment = Increases the range of your Melodies and Songs so that they have bigger Areas
    2.1) Shriek Sound = When you lose Rhythm through the usage of a Skill, you cause a loud shriek sound with your instrument/weapon, which dazes foes and lets them ears bleed
    2.2) Confusing Melodies = Enemies that enter your Melodies, receive Confusions
    2.3) Sound of Silence = Enemies which are in the Areas of your Songs will become deaf, causing their Boons to end 20% quicker

    Grandmaster
    3) Inspirational Instruments = Gain Boons when you activate an Instrument Kit based on the kit used. Violin = Aegis, E-Guitar = Might, Rattles = Fury, Tambourine = Retribution, Flute = Swiftness
    3.1) Motivating Melodies = Increases the Attribute Boosts from Melodic Overture by 20%
    3.2) Rhythmic Elegance = Is your Rhythm high, will you be immune to Dazes and Stuns, but your Rhythm will take a significantly bigger hit reducing it.
    3.3) Sonic Boom = Your Sonic Wave attack will cause on impact now also Sonic Walls and your Sonic Walls explode now after some time, causing AoE Damage.


    Cassandra Lancaster - Achievement Hunter - 28,9k AP currently - Server: Drakkar Lake/EU - Mastery Rank of 254
    I'm the proud Origin of the Elite Specializations Concept (Sub Classes) through the last made CDI Project.


  • I would, but after we got these current new specializations down and proper and corrected on paper.

  • I ain't got kitten for ideas (all I really wanna see is memser get a mainhand pistol,) but seeing this thread made me really happy. I love reading through all the specs that people come up with.

  • I would love to have a Warrior Elite Spec themed around Mounted combat - the Cavalier.

    6x warrior/5xRanger/6x Revenant/6x Mesmer/5x Guardian/6x Thief/5x Engineer/5x Necromancer/5x Elementalist

  • Lily.1935Lily.1935 Member ✭✭✭✭

    @runeblade.7514 said:
    I would love to have a Warrior Elite Spec themed around Mounted combat - the Cavalier.

    It could just be called knight. Since that's what the original knights were. Mounted warriors.

  • Elite Name: Typhoon
    Class: Elementalist
    Weapon unlocked: Trident
    Weapon Skills:
    ...

    Skill Category unlocked: Wells

    Utility Skills
    1. Cyclone: Chilled/Slow
    2. Sirocco: Daze and destroy projectiles
    3. Haze: Poison and Blind
    4. Leyline Winds: gives alacrity to allies

    Elite
    1. Perfect Storm: drop an extra Typhoon based on arcane energy that every few seconds changes his form to random typhoon.

    Traits:: Focused on CC or play inside typhoons.

    Mechanics: when use F5 you can drop an AoE "Typhoon" based on the F5 Attune, but the F key associated to that attunement changes to "Cancel Typhoon" (Locked atunne, only that F key goes CD 5sec).
    F5: when swap attunements catch the attunement your leave. Example: your are in Fire and change to Earth, then F5 "attunes" with Fire.

    Other: The idea of this spec turns around control the battlefield and manage when you drop aTyphoons loosing the access to one element.

  • Elite Name: The Viper
    Class: Ranger
    Weapon unlocked: 2h Spear
    Weapon Skills: See image link
    Skill Category unlocked: Deception Skills
    Traits: See Image link
    F1 changes: Stowing your pet gives you access to Preparations. They are a toggle skill that stays active until you change to another. One at a time, can only "prepare" out of combat.
    Role: Power DPS and CC.

    alt text

  • Link.1049Link.1049 Member ✭✭✭

    A thief gets by by being more clever than his opponent...what's more clever than using their assets for his purpose
    Elite Name: Lockpick
    Class: Thief
    Weapon unlocked: Focus
    Weapon Skills: 4) stealth and stability
    5) Daze and immob
    Skill Category unlocked: Corruption

    Utility/Elite: A brief description of the new Utility and Elite skills.
    1) Heal: Safehouse- heal and temporary invuln- cannot cap points or beat on things,, possibly stealth too so it can gtfo
    2) Corrupt Trap: any trap the thief passes through during the short duration become corrupted... the stats of the traps stay..it doesn't trigger on the thief.. so say if a dragonhunter dropped spinning blades, and it was corrupted it's still spinning blades, but belongs to the thief now so if the dragonhunter or his teammates walk into it it triggers on them... this counts as the thief casting a trap for purposes of trapper runes. would require the thief to have some reasonable suspicion that there is a trap around for him/her to want to cast this... cannot cast if the trap has been triggered already. Alternatively this could be made a targeted skill where you target an area and any traps in that area become corrupted. In PvE this could be modified to drop a poison trap.
    3) Corrupted Turret- thief drops a modified engi's turret... inflicts conditions on enemies, removes them from allies. Thief can remote trigger the turret to shadowstep to it and daze/knocksback enemies in range, inflicting multiple stacks of burning/poison/direct damage as it explodes
    4) Misdirection- 2 mirror images of the thief appear that copy his movements in other directions... the thief can reactivate the skill to shadowstep to one or both of the other images... at the end of the skill, the thief drops a blinding powder, and any remaining images do as well, he and his images steal boons from enemies and grants them to those around him and any remaining images
    5) Elite- Identity theft- Enemy must be targeted. Thief copies targets on display attributes... i.e... any boons and conditions on the target at time of casting, enemy health bar (up to enemy max health), and utility skills, including elite. I.E. if a thief activates on a necro running wells...he gets access to those wells for a duration of time. In PvE if he casts it on say a tendril...he gets access to their knockback skill, or randomly assigned set of skills (because no one has time to program different things for EVERY different enemy in gw2) if you target a bunny or something ridiculous...you turn into a bunny standing on two legs with your weapons...keep in mind you have the health bar of the bunny.

    another option for an skill would be Diamond cutter- for a limited time, condition damage is converted to direct damage and direct damage is likewise converted to condition damage...maybe your next 4 hits or something like that.

    Traits:: Description of Minor/GM traits ( or maybe just the essential traits which should make the Elite work )
    -Thief can use Focus and corruption skills
    1Steely determination- corruption skills remove a condition
    1 Laser focus- Boons last longer deal more damage per boon
    1 Hit 'em when they're down: daze and knockdowns last longer, deal more damage to dazed or knocked down enemies
    -Daze lasts longer
    2 Regain initiative when casting a trap
    2 Escape artist- cooldown of however long... periodically ignore movement hindering effects, including dragonhunter knockdown trap, warrior perma stun, and ranger perma chain.
    2 corruption traits have reduced cooldown when you use a heal skill randomly speed up cooldown of a utility skill
    - Increased toughness and/or vitality
    3 Dodge is replaced with holographic image- holographic image, the next time you would be hit... evade for 3/4 second duration 1 second (when you dodge it would look like you're still standing there but when the hit "hits"... it would look like glass shattering.
    3 Dodge is replaced with Corrupted Shroud... when you activate dodge, you hold up what looks like a tattered piece of cloth and instead of taking damage from the hit you heal for the damage dealt for a short duration
    3 Dodge is replaced with Hidden Door... when you dodge, remove movement impairing conditions and gain a short duration of stealth

    F1 changes: Modifies to F1 skill/s
    Steal now turns the next skill the target uses against it's user for the duration.

    Role: Supposed Role ( Support/dps/bunker/condition etc... ) Versatile
    Mechanics: Here you'll give a brief, or detailed description of how the class should work with that new elite. I know it's not perfect but I imagine a very versatile thief that could pair well with the other trait lines, whether it be deadly arts, trickery, shadow arts, or critical strikes... I imagine to fill a gap that thieves don't really fill at all... a tough thief. He's a bit slower than most, because he's exacting, methodological, and precise. In PvP...he'd could be strong at capping and decapping even if someone is camping a point... as they couldn't just sit there and count on perma invuln, or that they are safe either sitting in their traps or laying in wait...because the lockpick has been watching their every move... and has taken some of the items he's stolen and managed to jury-rig them just enough to meet his purposes. He could be helpful in team fights by keeping people off their feet, stealing their boons, turning their strength against them like a freaking ninja monk, and just when you think you've got him figured out, changing things up.
    Others: Equipment... anything geeky... like magnifying spectacles or a pistol that shoots keys.... or a focus that looks like a lockpick or padlock. The padlock thing would be cool because it'd be entertaining to hit an asura upside the head and daze them with a padlock. for clothing a simple leather vest and long sleeve shirt with pockets full of lockpicking tools would be cool.

  • TheBravery.9615TheBravery.9615 Member ✭✭✭
    edited September 22, 2017

    Paragon

    Class: Warrior
    Theme: Support

    • Warrior has traditionally been a selfish class.. It's lacking in the support that other can provide. Another problem warriors have is the limited amount of available skills at any given time (thus why the heavy reliance on fast hands to compensate)This proposal aims in filling this void. Note: I'll leave it up to others with imagination to name these skills and traits and finer details like cool downs.

    Profession Unlocks:

    New Mechanic: Command

    • Adrenaline cap remains at 3 bars / 30 points. Vanilla Bursts are available anytime 10/20/30 adrenaline points are reached as they currently are,
    • Gain access to a second mechanic bar called Motivation. Gain 1 point of motivation when nearby allies strike enemies (maximum 50 points). At 50 points of motivation, gain access to command abilities (these do not count as burst abilities, Each command is on a separate 20 second coldown, motivation starts to decay outside of combat)
      • F2: Use up all motivation, Inflict weakness to nearby foes and gain adrenaline.
      • F3: Use up all motivation, Reduce condition duration currently on nearby allies by a static amount
      • F4: Use up all motivation, Grant nearby allies barrier

    Weapon Unlocked: Main hand Spear (one handed weapon)

    • Burst -: Leap towards a ground target. When you land, taunt nearby foes and convert conditions on nearby allies into Might. 2 Stacks of might per condition, number of conditions converted vary on adrenaline level. Deals light damage.
    • Ability 1 -: Throw your spear at your target on a parabolic arc, 900 initial range. Hold down attack to throw spear further- up to 1200 range, unblockable when held to max charge.
    • Ability 2 -: Lunge forward 300 units towards your target and deliver a long ranged piercing attack that extends further towards your target, enemies struck at the tip of the attack are dealt increased damage. Hold down the attack to extend the range of the piercing attack. (not a projectile)
    • Ability 3 -: Thrust your spear into the face of your opponent to knocks back your target. Close range, melee based attack, single target. Hold down attack to charge and knock back your target further.

    Utility skill unlocked: Glyphs

    • Healing -: Heal yourself and create a field in a ground targeted area that heals allies on an interval. Remove a condition from allies as well if you have maximum motivation.

    • Utility 1 -: Create a field in a ground targeted area that enhance combat abilities of allies inside of it. Allies inside gain retaliation and might on interval. At maximum motivation, allies will also inflict confusion.

    • Utility 2 -: Create a field at ground targeted area that inflicts slow and weakness on enemies in an interval. At maximum motivation, foes are also dazed.
    • Utility 3 -: Create a field in a ground targeted area that enhances defensive abilities of allies inside of it. Allies inside gain protection and stability in an interval. Grant resistance as well at maximum motivation.

    • Elite -: Gain resistance and transfer conditions from allies in a ground targeted area to yourself. Imbue your weapon with the conditions. Your next weapon strike copies conditions to your target. At maximum motivation, your second weapon set will gain this effect as well.

    Traits:

    • Minor Proficiency: You can wield terrestrial spears on your main hand.
    • Minor Adept: Gain access to command abilities, introduce new motivation mechanic, unlock glyphs
      • Major Adept: Might you apply also increases concentration.
      • Major Adept: Weakness you apply will on foes will reduce outgoing condition damage. Inflict weakness to nearby foes when you are struck for more than 20% of your maximum health.
      • Major Adept: Deal increased damage when you have full motivation. Remove a condition when you use command skills.
    • Minor Master: Swapping weapons grant motivation.
      • Major Master: Terrestrial spear abilities are quicker to charge, Fully charged spear abilities inflict weakness to foes and grant might to allies near your target foe.
      • Major Master: Command abilities heal allies as well. Gain increased outgoing healing based on your concentration.
      • Major Master: Glyph target areas are larger and last longer, reduce cooldown on glyphs. Foes inside your glyphs deal reduced condition durations.
    • Minor Grandmaster: Nearby allies are granted 10% less incoming condition duration while in combat.
      • Major Grandmaster: Reduce required motivation to command. Using command skills grant adrenaline, striking with burst abilities grant motivation.
      • Major Grandmaster: Deal increased damage based on the number of boons on nearby allies.
      • Major Grandmaster: Grant stability to nearby allies and extend boon durations by a static amount on allies when you strike with a burst ability.
  • I'm THE Party Starter!
    Class: Guard.

    **Theme: ** Social.
    Guard has been very non-traditionally a jack of all trades, in fighting, but master of none socialising, and its time we change that!

    New Mechanic: PARTY!
    Swaps Virtues/Tombs for Party Tricks.
    F1: Pulls out the rated PG games.
    1. Drops 4 mini trains that follow the closest person with lights, smoke and noise!!
    2. Drops 2 clouds that rain/storm/sunny/snowy conditions while rotation around a 800 size ring, different effect per cloud.
    3. Drops down a nanny that gives people juice! giving 10 seconds of quickness. but 5 seconds of slowed after and a 10 min power nap after the slow.
    4. Drops a huge cake that bunny's pop out of and scatter! catching one will spawn another cake.
    5. Drops a clown.
    ** F2:** Rolls in the drunken just turned 21 games.
    1. Drops Spin the Bottle game down up to 10 players.
    2. Spawns in 2 Bouncers that walk around and ask for I.D.
    3. Drops down 2 Punch Bowls that give people +10 charm and -5 Dignity.
    4. Calls in the local young band that the hip kids listen too.
    5. Sumo Suits for 4 people to party brawl.
    **F3: ** This is where stuff gets kinky!
    1. Whips and chains stations that up to 3 people can use!
    2. Spawns a kissing booth with Damios inside.
    3. Drops 2 kitten stations with 2 Dom suits up to 4 people can use.
    4. forces someone to do as you command for 30 seconds (leave by pressing F)
    5. Opens up a pawn shop, where 2 people can place items/gold in (no limit) and have a ready to trade button. because every MMO NEEDS TRAIDING!!

    Weapon Unlocked: **Dagger.
    **Ability 1
    -: Make an AOE of people float like anti gravity(until they move)
    Ability 2 -: Drop down the AOE of people.
    Ability 3 -: Moved the AOE of people.
    Healing -: Drinks ALL ROUND! Pulls out Guild Banquet.
    Utility 1 -: Place down Balls (ammo 10) People can kick balls... that's it.
    Utility 2 -: Place down Balloons (ammo 10) People can pop balloons like fire crackers.
    Utility 3 -: Place down Banners (ammo 5) Place down a banner with a selection of logos.
    Elite -: Place down duel arching Banners (ammo3) Place down Custom banners birthday, leaving do, holiday or guild logo.

    Please tell me what you think and I will post more awesome get wrecked speculations.
    Other classes are missing there party builds!

  • Elite Name: Battlemage
    Class: Elementalist
    Weapon unlocked: Greatsword
    Weapon Skills: Too many to name. Each set of skills should personify each of the elements with little crossover. For example, fire skills burn and increase might. Water skills chill and heal. Air, stun and blind. Earth bleed and protect.
    Skill Category unlocked: Mantra.
    Utility/Elite: All mantras have an effect when initially cast. A minor effect when one of the charges are cast. A greater effect on the final charge, but increased recharge time.
    Traits:Traits should reflect either an overly aggressive play style. Top row. Focusing on augmenting skills, DPS, and conditions. Middle row is self sustain, heals, boosts, speed increase, boons etc. Bottom line is overly defensive, giving protection, damage reduction, and debilitating enemies.
    F1 changes: Choose two elements from the five. Introduce Arcane as a fifth element. Equip the two chosen elements in the same way a Revenant equips legends. To compensate for only having two elements, the Battlemage can now weapon swap. F1 and F2 are the two elements that the Battlemage has chosen.
    Role: The role is variable depending on the choice of elements, and the traits that are chosen.
    Mechanics: The mechanics depend on the elements chosen. Fire and air, are overly aggressive for example. Water and earth, a tanky and support style. There are also combinations thereof.
    Others: As the battle mage can weapon swap, the choice of secondary weapons will also help determine what role the Battlemage assumes in the party.

    Stu.

  • RedSPINE.7845RedSPINE.7845 Member ✭✭✭
    edited September 22, 2017

    Thought about making a topic about the ideas I have but I think it fits perfectly in this one. The elite spec that I designed is for the engineer. I'm kinda sad about the fact that engineers doesn't have access to awesome elite specs. I know it's only my modest opinion but I'll try to explain why I think this before. Because specializations are not stand-alone classes, I think that the best ones are the ones that use all the core mechanics of the profession and turn it into something different but still awesome. Just look at the Soulbeast, all the traits and skills that previously affected your pet now affect you if you're fused with it. The design of this spec is the most awesome I've never seen because that's exactly how I expected the specs to work.

    Coming back to engineer, it becomes rapidly clear that this kind of things are impossible for him ? Why ? Simply because Anet already give everything to the engineer. When you think about it, adding a new skill is really complicated for an engineer because he will surely have a similar one in one of his kit, and it's pretty dangerous to give someone similar abilities with differenciated cooldowns. That's also why it's so difficult to buil a new weapon for the engi. Also the core mechanic of the profession is toolbelt skills, and they all depend on what you've equipped in utility skills. When you look at the Elementalist, you might think "That's quite the same thing, too much skills, hard to build new ones" but in this case, the 20 skills you get from swapping from elements to others depend at 100% of your weapon set, so there's no possibility for the elementalist to take a skill there, and another one here, and build an OP or ridiculous combo. Also Anet can't really touch the toolbelt skills without ruining the profession, but well oh they did. Only for the elite related toolbelt skill so I think that's not a bad thing. You can see that every changes they introduced in the engineer's elite specs are complete new ones, that don't interect either with toolbelt or kits. I'm pretty sad about it, to prevent people using too much skills while playing Holosmith, they also had a lock cooldown on kits when you switch to PF. For scrappers, they introduced the function gyro (I do think it's a cool thing anyway) that doesn't interact with anything from the core engineer.

    That's why I tried my best to design an elite spec for engineer that really uses what the engineer is made of with the Booster.

    Booster

    Booster is an elite specialization for the engineer, which gives them access to the spark charger and the charge mechanic. It allows them to equip Axes in both hands and use the Hack skill type. The main theme of the specialization turns around using frost and electricity.

    Profession Mechanic

    The charge bar is displayed over the toolbelt skills (like the Heat for Holosmith) and fill each time the Booster deals damage to ennemies (with direct hits or alterations). The more it deals damages, the more charge he gains. Charge is lost every second, even in combat. Upon reaching the max amount of charge, the spark charger overcharges and the next toolbelt skill used by the Booster won't suffer any cooldown (yes, allowing him to use it twice).

    Weapon Skills (Axe)

    • Main-hand
    1. Charged Chop Strike your foe with a melee attack, if your target is chilled, inflicts confusion (1 stack, 3s).
      -> (2nd strike) Cold Cut Strike your foe with a melee attack, if your target is chilled, inflicts confusion (1 stack, 3s).
      -> (3rd strike) Frost Strike Slash in front of you with your axe, chilling your foes. (2s)
    2. Lightning Stroke [cast:0.5s | cd:8s] Executes a rapid dash on your foe (range:500), applying cripple on your target (2s). Combo Finisher : Leap.
    3. Mega Gash [cast:1s | cd:11s] Heavily strike your target, dealing massive amount of damages plus a bonus effect that depends on which weapon is equipped in left hand.
      -> (with gun) Applies confusion (3 stacks, 5s).
      -> (with shield) Applies daze (1s).
      -> (with axe) Applies chill (5s).
    • Off-Hand
    1. Glacial Exploit [cast:1s | cd:18s] Harness the power of cold and lightning to boost yourself with boons and create of frost area where ennemies are chilled (1s very 1s). Gain Fury (8s), Swiftness (8s) and Quickness (3s). Combo Field : Ice (4s).
    2. Powerful Throw [cast:1.5s | cd:23] Throw your Axe at your target, applying a massive amount of confusion (5 stacks, 5s). If your target is chilled, stuns it (2s). Also works if this projectile applies the chill. Combo Finisher : Projectile.

    Slot Skills

    Booster can use Hack skills. All of them have no cast time and can be activated during any action, even if you're controlled. Hack skills come with powerful toolbelt skills that gain a bonus effect if used as overcharged skills.

    • Healing

    Emergency Injection [Hack | instant | cd:18s] Instantly gain resistance (3s).
    -> Hemodoping [Toolbelt | cast:0.75s | cd:23s] Injects a regenerating substance in your veins, healing yourself for a large amount of health over time. (~6500 over 5s) If used when overcharged, the heal is received in one time.

    • Utility

    Cold Blood [Hack | instant | cd:30s] Summons a halestorm around you, it applies chill, confusion and vulnerability each second to foes. The field moves with you. Combo Field : Ice. (Duration:6s)
    -> Hot Mind [Toolbelt | cast:1s | cd:50s] Make a big explosion around you, giving might to your allies and you (12 stacks, 20s). Combo Finisher : Explosion. If used when overcharged, give quickness (4s) to your allies.

    Magnetic Weight [Hack | instant | cd:45s] Break stun. Give stability to yourself (3 stacks, 5s) and gain magnetic aura (5s).
    -> Augmented Impact [Toolbelt | cast:1.5s | cd:25s] Leap in the target area, dealing high damage. Combo Finisher : Leap. If used when overcharged, stun your foes (2s).

    Initiate Sequence [Hack | instant | cd:20s] Apply blind and chill (both 4s) to your ennemies around you.
    -> MK Release [Toolbelt | cast:0.75s | cd:25s] Launch a fast projectile that applies vulnerability (10 stacks, 10s) and confusion (3 stacks, 10s) to a single ennemy. The cooldown of this skill is refreshed each time you overcharge. Combo Finisher : Projectile.

    Particle Acceleration [Hack | instant | cd:60s] On cast, gain superspeed (3s). After 3s, you gain ultra fast reflexes, evading every attack for 2s.
    -> Rain of Chaos [Toolbelt | cast:3s | cd:25s] You channel a barrage of 10 rockets on your target, dealing damages in a small area around your foe and applying bleeding to all ennemy struck (1 per rocket, 2s). Moving breaks the channeling. If used when overcharged, fires 15 rockets instead.

    • Elite

    Mechanical Impulse [Hack | instant | cd: 60s] Shake the ground under your feet three times in 1.5s, dealing minor damage and crippling ennemies (2s per shake). Each wave is a Combo Finisher : Explosion.
    -> Thermal Rupture [Toolbelt | cast:1s | cd:40s] Create a dwell of ice at target location, pulsing damage and chilling (2s each second) ennemies caught in. Combo Field : Ice (8s). If used when overcharged, creates a dwell of fire instead, dealing higher damages and burning oppenents (1 stack, 2s, each second). Combo Field : Fire.

    List of Booster Traits

    • Minor Proficiency
      Axe proficiency You can wield an axe in both hands.

    • Minor Adept
      Spark Generator Gain access to the spark charger, Hack skills and overcharge.

    • Major Adept
      Boost : Launcher Replaces your Elite Mortar Kit by the Elite Launcher Kit. While using it, you deal 10% more damage to targets over a range threshold (800). Everything that affected the previous kit still affects the new version.

      Elite Launcher Kit

      For skills 1. 2. 3. Instead of firing shells, you attack ennemies with single-targeted rockets (still AoE effect). Projectile speed increased by 100%.

      1. Exploding Strike [cast:0.5s | cd:25s] Fires an exploding rocket that knock back (300) all ennemies struck.
      2. Unchanged
        -> (toolbelt) Orbital Beam [Toolbelt | cast:0.75s | cd:40s]Call a beam from the sky, dealing high damage and knocking opponents down (1s).

      Boost : Sprinkle Replaces your Med Kit by the Sprinkle Kit. While using it, the healing you provide is augmented by 25% for people under a life threshold (50%), including yourself. Everything that affected the previous kit still affects the new version.

      Sprinkle Kit

      All your skills remain the same as before but now affect all allies around you.

      Boost : Barricade Replaces your Tool kit by the Barricade Kit. While using it, reduce the duration of conditions on you by 30% when over a life threshold (50%).

      Barricade Kit

      1. same as before
      2. Order ! [cast:1s | cd:10s] Apply vulnerabilty to a single target (8 stacks, 6s) and make all your offensive turrets overcharge and attack this target.
      3. Pry bar now inflicts a 1s stun.
      4. same as before
      5. same as before
        -> (toolbelt) Particle Wall [Toolbelt | cast:0.75s | cd:40s] Erect a straight incandescant scrap wall at target location, destroying incoming projectiles. Combo Field : Fire. (4s)
    • Minor Master
      Energy Burst You cast overcharged toolbelt skills 50% faster. (Doesn't stack with quickness boon)

    • Major Master
      Next Gen Mixture Hack skills now have a 0.5s cast time (removes the fact you could use it while being controlled or casting something else) but are now considered as Elixirs. Using an Exilir raise your charge bar by 20%.
      Limited loss While in combat, instead of losing charge each second, you gain charge.
      Over 9000 When reaching max charge, you create an explosion on your location that dazes ennemies. (1s) Combo Finisher : Explosion.

    • Minor Grandmaster
      Icebreaker When hitting a chilled ennemy, apply confusion. (2 stacks, 5s, cd:5s) You gain condition duration based on your precision (10%).
      Ride The Lightning When you gain quickness, you also gain stability (2 stacks, 3s, cd:10s).
      Skill Overflow The passive from your Major Adept Trait is now active regardless of the threshold or the fact that the kit is equipped or not.

    Thanks for reading this, I hope you appreciate the global idea. If you have something to say about this design, feel free to say anything :) And please, pardon my not-that-good english !

  • Griever.8150Griever.8150 Member ✭✭✭

    Honestly i'm kind of hoping for an update of the "original" specs of each professions before we get a new elite. Thieves for example, could use having a meta "cloak and dagger" playstyle that uses stealth and melee damage again. Its kind of what a lot of use signed up for when we first made our characters, not that Daredevil or Deadeye aren't fun additions, just sucks they completely (specially in Daredevil's case) trump the original playstyle.

  • @Shirlias.8104 said:

    @rapthorne.7345 said:
    As much as scourge addresses the lack of support for Necromancer, I would still love to see a Haemomancer (blood mage).

    A class themed around blood used to heal perhaps based on condition damage, whereby bleeding enemies heals allies, etc etc.

    Hmmm maybe Elixir skills.
    Or couldn't be related?

    a witch that throws potions or channels/ chants to remove and buff

    you say mesmer i say shadow sorcerer

  • Revenant: The Fallen

    okay maybe this is a bit too soon but we get the fallen god Balthazar as a legend with greatsword as your weapon

    Weapon skill 2: impale, long cast massive power spike but easily missable

    Weapon skill 3: flame spiral, big aoe flame spiral that does moderate dmg

    Weapon skill 4: blinding power, gain 25 might for the next 3 seconds and blind people looking towards you

    Weapon skill 5: flaming chains, 2 second stun that does extra damage when it ends only if the enemy is under 50% health

    So I'm gonna talk about role first so that it leads into f skills

    So the role is sortof of a dps debuffer duelist basically you have unique debuffs that you can put on a single Target in order to make hits or conditions do more damage to them

    So there'll be a separate resource called stolen power which you'll build up every time you spend 10 energy Balthazar will take some of your health a get one stack of stolen power which will be used for f skills

    When you use an f skill it'll use up all your stolen power and Balthazar will ignite the targeted opponent with a debuffer depending on which skill you use for instance f2 will make the target take 20% more power dmg and f3 20% more condition dmg f4 will passively steal health from the target and return it to you

    As for utilities the heal can be a 10 upkeep or some high cost that will make you invulnerable to power attacks and cleanse one condition every 2 second with a small heal every second

    I'm not sure about the rest of the utilities or what they'd be called though and I'm not really sure about traits either

  • RESOLUTE

    – Guardians that want to take the fight in their own hands and control the battlefield to better them and their allies. Mobility and Control are the themes for this SPEC. (Basically mixing the mobility of Dervish, resilience of Paragon, plus a dash of Monk support. )

    NOTE: ALL NUMBERS CAN BE CHANGED. :D

    New VIRTUES--> ENCHANTMENTS

    Resource: Radiant Fervor Bar (RF)
    Using skills, hitting foes, applying boons, healing, blocking attacks, and evading attacks grants Radiant Fervor. If not used, Radiant Fervor will degenerate after a while. Radiant Fervor is required to activate your enchantments. (Prob would have an aura system where your boots, gloves, and chest piece would radiate based on the level of charge or if you activated your enchantment).

    VoJ--> BRACERS of JUSTICE (BoJ)(CD:14s)

    • Passive:
      Burn foes every few attacks.
      +5% damage and action speed. Additionally, gain .16% damage and .20% action speed per 1% of Radiant Fervor. (Max 20% and 25%, respectively)
      Active:(33% RF)
      Send out a wave of flame and light in all directions, burning and applying vulnerability to foes hit. Your attacks for the next 6s are unavoidable and you gain your max passive bonuses.

    VoR--> GREAVES of FAITH (GoF)(CD:18s)

    • Passive:
      Regenerates health.
      +20% movement speed and jump height. Additionally, gain .16% movement speed and .30% jump height per 1% of Radiant Fervor. (Max 35% and 50%, respectively)
      Active:(33% RF)
      Quickly rise into the sky, consuming 2 movement impairing effects and releasing a blast wave of light that heals nearby allies, grants then regeneration, and applies “Resolute’s Wish”(12s). For the next 8s you gain your max passive bonuses and reduce the duration of movement impairing effects by 75%.
      --> Resolute’s Wish increases the amount of healing received from all sources by 50%.

    VoC--> EGIS of VALOR (EoV)(CD:22s)

    • Passive:
      Grants Aegis every few seconds.
      +5% Boon Duration and -5% Condition Duration. Additionally, gain .20% Boon Duration and -.20% Condition Duration per 1% of Radiant Fervor. (Max 25% and -25%, respectively)
      Active:(33% RF)
      Bellow out your valor, breaking stun, converting conditions and granting allies aegis, protection, and resistance while taunting nearby foes. For the next 8s you gain 15% damage reduction and your max passive bonuses.

    Weapon: Spear(two-handed)(Low-Mid damage)

    Resolutes are trained to take the enemy on either close or distanced, versatility favors those who are one with the fight and can read their enemies.

    • [1, Melee] Vulnerable Thrust: Stab forward applying vulnerability.
    • [Chain 1] Spear Uppercut: Swing the butt of your spear forward, upper cutting your target and applying weakness and vulnerability.
    • [Chain 2] Radiant Slash: Slash down in front of you summoning the flames of virtue, burning foes while granting you fury and might.
    • [1, Ranged] Valiant Toss: Toss you spear at a target piercing and bleeding foes.

    • [2, Melee] Symbol of Redemption(CD:8s): Leap forward, crashing down unto the ground damaging, crippling, and weakening foes while dropping a symbol of redemption.
      -Symbol of Redemption: grants might and quickness to allies and damages and slows foes.

    • [2, Ranged] Zealot’s Vault(CD:10s): Vault in movement direction and pierce spears through nearby foes, marking them. When marked, enemies take passive damage and the Guardian can activate the skill again to consume and erupt the marks, blinding and damaging the enemies.

    • [3, Melee] Light’s Tear(CD:14s)(CD/charge:7s): Disappear as light and tear through the area in front of you damaging, blinding, and bleeding your target. Grants you fury and can be used midair. Skill holds 3 charges MAX.

    • [3, Ranged] Spear Point of Wrath(CD:12s): Summon ethereal spearheads from below an enemy inflicting cripple, vulnerability, and bleeding.

    • [4, Melee] Luster Rend(CD:24s): Whirl once around cleaving the air with light, sending out a razor sharp wave of light that cuts through foes. Pushes back foes while inflicting blindness, weakness, bleed, and vulnerability. Gain fury and might.

    • [4, Ranged] Dwayna’s Nail(CD:32s): Charge up a massive spear of light then throw it in a targeted direction, piercing and blinding all foes hit and revealing them. This attack is unavoidable and knocks back foes. Leaves a ward trail behind.

    • [5] Resolute Exchange(CD:5s): Swap stance from melee to range. Grants you might, regen and protection. Weapon skills all have a 1s global cooldown when changing stance.

    Physical skills:

    Healing:

    • Focused Respire(CD:26s): Focus your breathing and pulse out healing, regen, resistance, and protection while pushing back foes. You can charge this skill up to 4s, pulsing every second, but remain still while doing so.
    • Sequence--> Focused Resolve(CD:26s): Breathe out, cleansing conditions and releasing a radial shockwave of light that pushes back and damages foes while healing allies. Gain regen, might, fury, stability and aegis.

    Utility:

    • Barb of Judgement(CD:20s): Summon ethereal thorns upon your armor for 7s. Gain additional thorns, might, and retaliation each second you have Barb of Judgement active. While Barb of Judgement is active, retaliation damage is doubled. (Goes on reduced cooldown if active isn’t used during the duration.)
      Sequence--> Piercing Rebuke(CD:28s): Crouch down and launch all the thorns out from your armor. The thorns damage and inflict vuln, bleed, weakness, and cripple. Damage scales based on how many thorns you gained.

    • Hasten(CD:16s): Take a stance and charge your legs with radiant power gaining stability while increasing movement speed by 20% and reducing duration of movement impairing effects by 25%(stacks with GoF). Lasts 6s. (Goes on reduced cooldown if active isn’t used during the duration.)
      Sequence--> Ardent Charge(CD:34s): Release the energy stored in your legs and charge forward searing the air around you, while leaving a trail of blue flame. Foes in the charge path are knocked back and burned. The speed of the charge is further increased by any movement speed buffs and you are immune to cc during the charge. This skill is unblockable.

    • Cascading Will(CD:30s): Stomp the ground with holy magic, releasing a cascading shockwave of light from the earth. Foes caught in the shockwave are launched and crippled. Grants you and nearby allies might, fury, and aegis. Skill changes if used mid-air. After the stomp, in the next 3 seconds, you can activate the skill again, if not it goes on cooldown.
      Mid-air--> Radiant Comet(CD:30s): Plummet to the ground releasing [Cascading Will] effect on impact. Impact damage is increased based on how high you fell, and if from a great enough height fears foes on impact. Falling Damage is reduced by 90%. After the impact, in the next 3 seconds, you can activate the skill again, if not it goes on cooldown.
      Sequence--> Resolute’s Roar (CD:30s): Send out a reverberating roar that grants you protection, resistance, and taunts nearby foes.

    • Blazing Palms(CD:18s): Consume your hands in blue flames for 10s, burning foes each attack. The first foe you hit will be marked, and all burning applied on you is instead converted into regeneration. (Goes on reduced cooldown if active isn’t used during the duration.)
      Sequence--> Lustrous Emission(CD:30s): Consume the flames on your palm and disappear in blue fire, reappearing behind marked target. On teleport, summon an erupting pillar of blue flame from under the target, launching and burning them. Target gains the “Charred Hope” debuff for 6s, this reduces their armor by 30%.

    ELITE:

    • Seraph of Light(CD:25s): Take stance, absorbing all conditions, boons, and breaking all cc/stuns, after which sprout grand golden wings and sore up high into the sky. You are suspended in air and for the next 3 seconds you may activate the skill again, otherwise fall back to the ground. (Goes on reduced cooldown if active isn’t used during the duration.)
      Sequence--> Last Hope(CD:110s): Dive to target location at immense speed crashing down in a torrent of blue flame and light, dazing and revealing foes closest to the impact location and launching other nearby foes. Enemies hit are inflicted with burning, slow, weakness, vuln, and are blinded, while nearby allies are healed and gain might, fury, aegis, and protection. You additionally gain 150 toughness, 150 vitality, and superspeed for 8s. This skill is unblockable and ignores stability.

    Traits:

    -Had ideas of making some traits more supportive like, grants your enchantment passive bonuses to allies on active, and others to enhanced the tankier aspects like when you cc someone gain XX amount of vitality or toughness but deal XX% less damage while active. Maybe also have one path more melee spear based and another ranged spear based, the possibilities are endless haha.

    Thank you to any and all that read this!!! Probably will re-post this in the guardian forum lol. (Love for all of us to get a Dev response tho haha)

  • I don't know how to say or put all of these, but if we have the green light on you know, cross the line. I'd love to see p/p channeling shroud on Necromancer, like tactical middle range that rely on Stances (or other) which can enhance vigor uptime while can roam/recon or something like that though am not a designer, i have faith on ANet talents.
    If not, then i apologize for liking the thread starter for his/her Innovative approach on Thief far as concept is concern, i get carried away sometimes.

    Urge

  • nopoet.2960nopoet.2960 Member ✭✭
    edited October 1, 2017

    Elite Name: Bard
    Class: Thief
    Weapon unlocked: Warhorn(main hand)
    Warhorn has no auto attack instead all Call skills cost 3 ini and return 2. The animations for Calls are short, Dirges are medium and Songs are channeled. Only one Song can be used per unlock meaning once you use one all others re lock. Warhorn range is 900 units.

    Weapon Skills:
    0. Terror (Stealth attack) - PBAOE Fear
    1. Call of Battle - Damage target and grant nearby allies gain 1 sec of might / Dirge of the Mist (flip over) - Opens rift at target's location all foes inside take damage (unlocks Songs on warhorn 2 and 3) /Song of the Kodan (Locked flip over) - The air freezes chilling foes and increasing allies toughness
    2. Call of Light - Damage target and increases healing power of nearby allies / Nature's’ Dirge (flip over) - brambles appear emerge under you damaging and crippling foes (unlocks Songs on warhorn 1 & 3) /Song of the Tengu (locked flip over) - creates a sound barrier (think ring of warding) that enemies cannot cross

    Warhorn / Dagger
    3. Call of Blood - Damage target and heals allies affected with damaging conditions / Dire of Storms (flip over) - Summons a storm cloud that follows your target and knocks down its nearby allies (unlocks Songs on warhorn 1 & 2) /Song of the Largos (locked flip over) - Reveals nearby foes and grant expertise to nearby allies

    Warhorn/Pistol
    3. Call of Lies - Damage target and nearby allies gain blur / Dirge of Sparks (flip over) - Shoot a spark of lightning that bounces between foes with a chance to interrupt (unlocks Songs on warhorn 1 &2) /Song of Quaggan (locked flip over) - Foes are dazed allies gain fury and quickness

    Skill Category unlocked: Inspirations

    Utility/Elite:
    Heal: Reprise - Heal yourself and reset the cooldown of nearby allies healing skills
    Utility 1: Cannon - Gain fury. Your critical strikes causes your allies to critical
    Utility 2: Fermata - Pauses the countdown on boons for you and nearby allies
    Utility 3: Parody - You watch your allies for x seconds and copy the highest damage attack when time runs out
    Utility 4: Muse - You become inspired for the next x seconds becoming blurry and evading all attacks
    Elite: Conductor - Your next three successful weapon skills will reduce the cooldown on your allies utility skills by 20 percent each.

    Traits:
    Haven't worked out all the traits but...
    First line will enhance the ‘follow the leader’ feel of the class. The final trait will auto repeat meditations that you hear
    The second will enhance personal attacks with a magic feeling. The final trait will auto chant mantras that you hear
    The last line enhances group damage. The last trait will echo shouts that you hear

    F1 changes :steal turns into follow me. ** Follow Me** cripples your target and grants super speed to the bard and any allies moving towards the bard.

    Role: Support

    Mechanics: Many moons ago I played a bard on EverQuest. This is that bard translated to this game best I can but need more buttons.... They make your group better, a lot better. Sometime you don't notice until they aren't in the group anymore. They are true jack of all trades. If you look closely you’ll note that each call and dirge skills are inspired by a one of the core classes. The songs are nod to the idea that bards should be knowledgeable about lore.

  • Shirlias.8104Shirlias.8104 Member ✭✭✭✭

    @nopoet.2960 said:
    Elite: Conductor - Your next three successful weapon skills will reduce the cooldown on your allies utility skills by 20 percent each.

    Seems too strong.

  • @Griever.8150 said:
    Honestly i'm kind of hoping for an update of the "original" specs of each professions before we get a new elite. Thieves for example, could use having a meta "cloak and dagger" playstyle that uses stealth and melee damage again. Its kind of what a lot of use signed up for when we first made our characters, not that Daredevil or Deadeye aren't fun additions, just sucks they completely (specially in Daredevil's case) trump the original playstyle.

    You know... I sort of wonder how many elite specs are enough. I'm hoping that they stop at 3 (no more than 5) and figure something else out. The balance team is going to be tearing their hair out. Anyway would be kind of neat if they add an elite class that's just the core class but with very specific upgrades.

  • @Orpheal.8263 said:
    Utility Skill Type: Instrument Kits

    Love the idea of of instrument kits but Mesmers don't need another support role. Your next spec should be full out selfish DPS

  • I'm not sure if anyone else has suggested this already, but I just came up with an elite spec for engineers. I call it the forgeman (or just forge). If you remember, this was the original name of the scrapper elite spec from HoT, but instead of small drones you summon steam-powered robots that behave like the necromancer minions.

  • @Shirlias.8104 said:

    @nopoet.2960 said:
    Elite: Conductor - Your next three successful weapon skills will reduce the cooldown on your allies utility skills by 20 percent each.

    Seems too strong.

    Honestly, if that's the biggest problem with the concept I'd be extremely proud.

  • Kuulpb.5412Kuulpb.5412 Member ✭✭✭

    Elite Name: Marauder/Pirate
    Profession: Warrior ( it's not a class you silly goose)
    Weapon unlocked: Dual pistols
    Weapon Skills:
    1 - Shoot apply vuln - shoot apply vuln - shoot and weaken
    2 - shoot to Poison and chill foe.
    3- stun - if stun applies vuln and Immob
    4- Shoot, roll backwards and shoot again
    5 - Shoot around you and evade attacks

    Skill Category unlocked: Minions
    Heal : Summon a Pirate to heal you , command them to shoot healing bullets at allies (pierces)
    Utility 1: Summon a Parrot to attack, Command to daze a foe and fly away.
    Utility 2: Summon a drunk who applies poison and confusion on enemies, command to vomit leaving a trail that knocks down foes.
    Utility 3: Summon a first mate who fights along side you, command to increase his damage for 10 seconds, then he leaves.
    Utility 4: Summon a Deck hand who removes conditions from you and allies - Command to create an area of condition denial for 5 seconds.
    Elite: Summon a Pirate Ship that shoots enemies, knocking down every 10 seconds. Command to detonate (charge at foe and explode)
    Traits:: Description of Minor/GM traits ( or maybe just the essential traits which should make the Elite work )
    F1 changes: Modifies to F1 skill/s F1: a Volley of bullets that cripple foes., F2 - Summon an enchanted hook to attack foes ( 30s cd)
    Role: Supposed Role: Gimmick (Like Scrapper)
    Mechanics:
    He became a pirate, so Summons his ship crew to help fight.

  • Orpheal.8263Orpheal.8263 Member ✭✭✭
    edited October 1, 2017

    @nopoet.2960 said:

    @Orpheal.8263 said:
    Utility Skill Type: Instrument Kits

    Love the idea of of instrument kits but Mesmers don't need another support role. Your next spec should be full out selfish DPS

    You can be affected by your own Skill Effects as Minstrel too, like when you play a Melody and stand in its Area of Effect, then you will receive the Stat Boosts as well.
    Boons you receive from Songs ect. will let you receive them as well. Only because a Spec is called a Supporter, doesn't mean, that you can't rebuild it for DPS with the help of Sigils, Runes, Traits and the right Utility Skills (Kits) to do so, because I put among the Instruments also one, that is mainly for dealing damage - the E-Guitar

    But also the Weapon Skills of the Shortbow I gave my concept can be quite good for some decent DPS, cause the Weapon would have a Skill that woudl work similar to the Rangers Rapidfire, with that you can deal in a short time multiple hits to a target, which can be used for DPS spikes then, when you use this under full buffs, while standing in your attribute raising melodies ect.
    Instrument Kits are the only way, how you can give a Minstrel the complexity and build diversity, that a class like this needs to be trustworthy as a representive of inspiration, something, that a thief based wannabee bard never can do. Mesmers are the inspirational class in GW2, so if any class should get the Bard/Minstrel Spec, then its Mesmers.

    The Mirage is basically your selfish DPS Spec now as a Mesmer, cause it is absolutely not so heavily support based as like the Chronomancer, its whole dodge gameplay is focused on aggressive DPSing of foes. Its clone gameplay is even more focused now on DPS, than that of a core mesmer.
    Its weapon skill are focused on melee combat.
    The mirage feels basically more of a merge between Mesmer and Thief, just without Initiative Gameplay, but it has alot of access to shadow steps to close quickly gaps to continue DPSing on fleeing foes.. So clearly obviously, if you want a selfish DPS mesmer, there is the Mirage for you now


    Cassandra Lancaster - Achievement Hunter - 28,9k AP currently - Server: Drakkar Lake/EU - Mastery Rank of 254
    I'm the proud Origin of the Elite Specializations Concept (Sub Classes) through the last made CDI Project.


  • @Orpheal.8263 said:

    @nopoet.2960 said:

    @Orpheal.8263 said:
    Utility Skill Type: Instrument Kits

    Love the idea of of instrument kits but Mesmers don't need another support role. Your next spec should be full out selfish DPS

    >

    Instrument Kits are the only way, how you can give a Minstrel the complexity and build diversity, that a class like this needs to be trustworthy as a representive of inspiration, something, that a thief based wannabee bard never can do. Mesmers are the inspirational class in GW2, so if any class should get the Bard/Minstrel Spec, then its Mesmers.

    :o Char you!
    Bards have aways been hybrid thieves. A pure caster would only be pretending. Anyway kudos on your concept it's really good... Just needs to be on a thief.

  • Thornwolf.9721Thornwolf.9721 Member ✭✭✭✭
    edited October 3, 2017

    I dont know what class this would fit on, I thought soulbeast might be this but it turned out to be the pinky toe in the pool so to speak. I dont know where it would fit and belong but I will do the basic Write up and a small summary of where it could come in from a plot point.

    • The shapeshifter is a lycanthrope, blessed by the spirits of the wild in their entirety with the ability to use their power as its own allowing the user to become savage and feral in their prowess and abilities. The User takes on the form of wolf, snow leopard, bear, raven or any other beast ( assuming this would be ok) In a hybrid form allowing for them to fight as a monster would, becoming a thrashing mass of teeth,fur and scale they rend their enemies asunder.

    • They should only happen when the story goes to dealing with the norn, potentially Braham and his efforts to kill jormag and how he has kind of gone off the deep end and we have to deal with him. This would be perfect for a class/ elite spec as they would have strong correlation to the plot as a narrative stand point, even though revenants only were tied to Rytlocks return this could off a different feel? And potentially better lore associated with it.

    • Again I dont know what class this could fit on or if the idea could work outside of being a new class as a whole, however I Feel like a Lycanthropic shapeshifter/skinwalker would be amazing to behold in guild wars 2 with its engine. It truly would feel fast, feral and full of primal aggression as well be a good step in the right direction if they want to do things no other game likes to touch. WoW has shape-shifting but... its not A werebeast or akin to it, they are more like native american skin-walkers who merely borrow the form of an animal to do a specific task(not as cool). And Eso Has a werewolf but its kind of... well bleh, So guild wars 2 could introduce it and have it be completely unique and their spin on it which would look/feel/be awesome.

    • They could make their F1-5 skills different animals which you take the aspect of making it so you can continue to switch forms, or move between them similarly to the rev and its legends.( Could even be a revenant legend for all that matter, and call it "The spirits of the wild" and just have it be the culmination of all of them... turning you into some strange hybrid of each animal merged together?)

    making it usable by everyone might take away from the norn and their racial skills would have to be removed, but I would be OK with that if there were new models and more viability with the ability to toggle it on and off. I feel like it could turn out rather cool even though the Charr might make for some interesting forms in how they end up, and what they become when taking on these shapes... but I still feel like it could be done and made to be awesome and I would love to see it.

  • TheSwede.9512TheSwede.9512 Member ✭✭✭
    edited October 3, 2017

    Necromancer - Farseer

    Lore and Theme

    Inspired by Norn shamans and Human Priests of Grenth, these specialized Necromancers have attained an even deeper connection to the land of the fallen than most of their peers. While the ability to commune with fallen spirits and walk through the lands of the dead while still holding breath is remarkable in and off itself, what truly defines a Farseer isn't that they can percieve what has come to past, but rather that the very same skills let them peer into the future as well.
    The Farseer sees a tangled web crossing the ether, connecting the living to eachother, to their pasts and even to their inevitable end. And through rigorous practice and training, the Farseer has learned how to manipulate these threads of fate to their own liking. A Secret kept tight from outsiders, as some would believe these practitioners of the dark arts can toy with your very life as if it was a ball of yarn, even if the truth is a lot more complex.
    What is completely irrefutable, however, is the fact that for those priveleged few who get to share in the Farseer's world, reality as they had known it up until that point completely comes to pass... and Immortality no longer seems like a distant dream. They just have to find the right thread to follow...

    Role

    The Farseer gives the Necromancer access to 2 extremely powerful roles: The first is as a classic DPS specialization as the Sword possesses remarkable DPS, both single-target and AoE, as well as having access to quite a few extremely powerful offensive trait choices to increase their damage, especially when scoring Critical Hits.
    The Second and most defining role is that of a dedicated, Non-DoT Debuffer. Fate Debuffs are all unique debuffs that interacts with Conditions as an outside source. They can wreak absolute havoc among enemies and wittle down even the strongest foe into a shadow of its former glory. Due to the nature of these debuffs, the Farseer alone can weaken Defiant enemies such as Raid Bosses with incredible efficiency.
    The Farseer doesn't lack in Defense, not even close, as they can enter into the Mists to become completely immune to damage from those outside, however this is not without its perils. The Portals they open are big, easy targets that can be burst down in seconds if they're careless with its positioning. And, to top it off, the Farseer loses one of its pulls while in the Mists as it cannot deal Damage to enemies outside, relegated to acting as a Debilitator alone for their stay in the land of the dead.

    Mechanic - Mist Portal and Fateweaving

    The Farseer is, as the name suggests, a Necromancer who has specialized in communing with the other side. Their signature ability is to tear open temporary portals into the Mists, where the spirits of the fallen roam but also where all things past, present and future are being recorded and mirrored. From within the Mists, the Farseer manipulates the fates of their enemies, stacking unique debuffs on them for short times.

    F5 - Mist Portal - Use your accumulated Life Force to tear open a Portal to the Mists at your position and step through. While in the Mists, you cannot be damaged or affected by any player outside of the Mists nor can you be Downed even if you were to reach 0HP. However you cannot damage or affect any enemy outside of the Mists either or affect/be affected by Allies' healing or boons, the only exception to this rule being your new F1-F4 skills. Boons and Conditions you had on you when entering have infinite duration while you’re in the Mists and will resume countdown upon exiting, and their effects still linger.
    Your Portal’s Health is equal to your Life Force when activating Mist Portal. If destroyed, you’re forcefully returned to the living world where the Portal is located, and you're also Stunned for a brief time. You can willingly return to the land of the living at any time by either activating your Flip-over F5 skill Close Portal to Destroy your portal, consuming the Life Force but exiting into the living world at your current position rather than back at the Portal, or by seeking out your Portal again and Cross through it. Crossing the Portal doesn't destroy it, allowing you to cross back and forth until you forcefully Close it.
    While a Farseer is in the Mists, they will appear as a Semi-transluscent spectre to allies and enemies, carrying with them a somber glow. The Farseer is always Revealed while in the Mists as well. The Portal itself is large and easily spotted, as well as having a large Hitbox.

    F1-F4 - Fateweaving Skills
    Fateweaving skills do not deal a lot of Damage, and deal absolutely no damage at all when cast from within the Mists. However, they're unique in that they will still apply their effects to enemies even when cast from the Mists, allowing the Farseer to constantly apply debilitating debuffs to enemies if left to their own devices.
    Fate Debuffs are Unique Debuffs, these all have powerful effects but relatively low base Duration with no means to increase them as they do not count as Conditions, so they are unaffected by Expertize. However, Fateweaving skills can apply these constantly, while a few Weapon and Utility skills, as well as Traits, may apply them too.

    • F1 - Rend Fate - Tear at the strands of fate of enemies in a Cone before you, rapidly stacking Vulnerability on affected targets while applying Tragic Fate to them. Duration increases on a Critical hit. Deals no damage while in the Mists but costs no Life Force either. Inherits traits from Life Blast.

      • Tragic Fate - Increases incoming Damage and Condition Damage by 10%; Decreases Outgoing Damage and Condition Damage by 10%.
    • F2 - Link Fates - Strands of fate shoot out from your target, linking them to nearby enemies and granting Cruel Fate to all affected targets. Duration increases on a Critical hit. When one linked enemy takes damage, all linked enemies takes damage as well. When the Link deals damage to an enemy, you gain a small amount of Life Force. Deals no damage while in the Mists but costs no Life Force either. Inherits Traits from Dark Path.

      • Cruel Fate - Increases the duration of Incoming Conditions by 20%; Increases Stun and Break Duration by 33%.
    • F3 - Visage of Demise - Give the target enemy a vision of their death, marking them with Doomed and Fearing them. Duration increases on a Critical hit. Deals no damage while in the Mists but costs no Life Force either. Inherits traits from Doom.

      • Doomed - Target takes constant Damage. If the target is Downed while Doomed, they are immediately Defeated.
    • F4 - Evil Eye - Channel, creating an area around you that constantly pulses Revealed and Condemned on enemies while making Allies immune to Blind. Grows larger with each pulse. Duration increases on a Critical hit. Deals no damage while in the Mists but costs no Life Force either. Inherits traits from Life Transfer.

      • Condemned - Target recieves 66% less Healing from all sources.

    Weapon - Sword Main-hand

    The Farseer's weapon of choice is the Sword, using its pinpoint precision in order to weave the strands of fate that they see within other living beings. But just as it can be used to weave and repair, it can likewise sever the same threads to cause calamity and unforseen disaster on the Farseer's whim. Farseer's prefer precise, needle-like blades for their works, using them with woeful skill to strike the enemy exactly where they know it will hurt.

    • Expose - Slice your foe and expose their fate, stacking Vulnerability. Deals 15% Increased Critical Damage.

      • Unravel - Slice your foe again and unravel their fate, stacking Vulnerability again. Deals 15% increased Critical Damage.
      • Rewrite Fate - A Final strike the rewrites the unraveled fate into a Tragic Fate.
    • Strands of Fate - Send your blade needling through enemies at the target area, weaving their fates together. At the end of the channel, the weave Collapses and deals Damage for each enemy connected.

    • Eldritch Circle - Stab your blade into the ground, creating a Dark Field that summons a rift to Blind and Cripple nearby enemies.
      • Call of the Void - Snap shut the rift, Pulling all enemies into it and Corrupting Boons into Chill. This doubles the Cooldown on Eldritch Circle.

    Utility Skills - Meditations

    The Farseer's meditations differ from those of the Guardian and the Spellbreaker in that they're primarily there to support allies, either by providing protection to them or by severel weakening enemies for a short time. Thematically, a Farseer's meditations allow them to reach into the Mists from which they can scry the future, change fate or call the spirits of the fallen to their allies' aid.

    • Soul Exchange - Healing Skill. Peer into the Mists and rewrite your own fate unto a nearby enemy, Healing yourself instantly on activation and transferring Conditions to your target, granting 1s of Condemned to your target for each Condition transferred.
    • Foresight - Peer a split second into the future, warning your allies of danger. You and nearby Allies Avoid incoming attacks for a brief time, granting you Life Force for each affected Ally.
    • Spiritualism - Summon a Lantern-holding Spirit at the target Location which creates an Ethereal Field that Destroys Projectiles and Pulses Protection to nearby allies. Projectiles Destroyed are turned into Life Force.

      • Ghostly Step - Swap Places with your Spirit, shattering the Lantern to Fear enemies near the Spirit and curse enemies near yourself with a Cruel Fate.
    • Shroud Weapons - Bask nearby Allies’ weapons in spectral shroud, making all of their attacks Unblockable and increasing Critical Damage by 15% for a short time.

    • Planeswalker - Step through the land of the fallen to Break Stun and instantly appear at the target area in a Chilling haze.
    • Seal Fates - Elite Skill. Channel, creating an Ice Field at the target area that Pulses Daze, Immobilize, Chill and Doomed to up to 10 enemies within. Gain Stability on Activation.

    Specialization Line

    • Minor Adept: Mist Seer - Your Shroud Skills are replaced with Fateweaving Skills and you gain access to the Mist Portal and Meditation skills.

      • Inevitability - When you Blind an enemy or strike them below the Health Threshold, mark them with a Cruel Fate for 3s. ICD: 12s. Health Threshold: 25%.
      • Seer’s Caution - Gain Protection (2s) and Life Force (5%) when you activate a Meditation Skill.
      • Unstable Portal - When your Mist Portal is destroyed or Closed, it releases a cry that Damages and Fears all nearby enemies. Acts as a Blast Finisher.
    • Minor Master: The Other Side - Blind (4s) enemies within the Range Threshold when entering or exiting the Mists. Threshold: 240. Gaining Life Force while in the Mists now Heals your Mist Portal.

      • Dark Revelry - Critical Hit chance increases by 50% against Blinded enemies.
      • Stolen Fate - Gain 1% Life Force when Critically striking an enemy affected by a Fate Debuff. Fate Debuffs last 33% longer.
      • Gaze of the Abyss - Your Portal is now a Dark Field that Constantly pulses Blind (3s) to enemies near it and removes a Boon on an interval. Interval: 3s. Radius: 180.
    • Minor Grandmaster: Agent of Fate - You deal 7% more Damage and Critical Damage. These Bonuses are doubled against enemies affected by Fate Debuffs.

      • Fear of the Dark - Blindness you apply causes enemies to miss their next 2 Attacks. Blind (4s) enemies when you Critically Strike them. ICD: 8s.
      • Draconian Swordsmanship - Create an Eldritch Circle at your target when you Critically Strike them within the Range Threshold. Call of the Void Now also causes Condemned on pulled enemies for 2s and Sword skills recharge 20% Faster. ICD: 20s. Range Threshold: 240.
      • Shepherd of Souls - Allies can now Interact with your Mist Portal to follow you into the Mists. Each Ally that enters the portal costs a small amount of the Portal’s strength. Whenever an Ally crosses into the Mists, they are Healed and Remove Conditions.
  • Game of Bones.8975Game of Bones.8975 Member ✭✭✭✭

    I would make a Revenant/Samurai channeling the strength and power of your ancestors using your Great sword (nodachi). I’m not going through the skills and traits, there are others much better at it than me. The warrior would seem to be a better fit, but it already has access to swords and great swords.

    For those who are a fan of “The Darkness” (Jackie Estacado) I think that a Necromancer wielding a pistol/pistol combination behind a wave of minions would be awesome. They would focus on minions swarming the target. This would be an elite spec that would gain power or be more powerful during the night cycle and in tunnels where there are abundant shadows.

    "That's what" -- She

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭

    What's amazing is that you can see how dissatisfyed the necromancers are by the sheer number of necro spec suggested.
    Let's follow the trend. This is an e-spec That I suggested in the necromancer's sub forum:

    Elite Name: Sinner
    Class: Necromancer

    F1 changes: Now summon your "sin" which is a minion formed of life force (no natural LF decay, affected by minons's traits, minion AA proc shroud F1 traits)
    F2: Sacrifice some life force to port you (or your sin if he is summoned) to a targeted area.
    F3: Sacrifice some life force to fear foes around you (or your sin if he is summoned)
    F4: Sacrifice some life force to periodically weaken, confuse and damage foe around you (or your sin if he is summoned)
    F5: Sacrifice life force every second for 7 seconds granting you barrier each second (sin disapear upon using this skill, fusing with you and putting you into an "in shroud" state)

    Weapon unlocked: Axe offhand
    Weapon Skills:
    Soul barbs: Weaken and confuse your foe + some low damage (range 900)
    Rigor mortis: grant you barrier and weaken foes around you + some low damage.

    Skill Category unlocked: Mantra
    Utility/Elite:
    Mantra of gluttony: Drain life around you and your sin
    Mantra of greed: You and your sin corrupt up a boon on your foe and gain theses boons for yourself
    Mantra of lust: Next X attacks are unblockable
    Mantra of pride: You manifest you pride, gaining life and life force. (heal skill)

    Traits:
    Minor: 1st gain sinner thingy,
    2nd share boons with your sin,
    3rd you are unaffected by the negative effects of weakness

    Up: 1st your sin is affected by your "in shroud" traits,
    2nd skills that sacrifice life force weaken you and foes around you,
    3rd gain 1% damage per 1000 point of life force that you have when your sin is not summoned.

    Mid: 1st you can't be blinded when you are under the effect of weakness
    2nd whenever you charge a mantra you are self weakened, reduce mantra cool down
    3rd gain a low barrier whenever you are weakened

    bot: 1st axe skills do 7% more damage on weakened foe (joke trait ;) )
    2nd gain a lesser charge of lust when you hit a weakened foe (short ICD)
    3rd Weakness that you apply also apply a non stackable debuff that reduce your foe toughness by 150.

    Role: mainly power DPS/secondary tank.

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭
    edited October 5, 2017

    Now let's try with ranger:

    Elite name: Shaman
    Class: Ranger

    F5 changes: Now transform your pet into a fixed totem. (totem don't take any damage)
    When the pet is in totem form, the shaman have access to an F2 skill, with a 30 second cool down, based on the kind of buff the totem grant:

    • Stout: Your totem harness the power of earth, granting a barrier to allies in range. Channeled skill, apply 4 time, last 3 seconds.
    • Deadly: Your totem shine like the sun, blinding and burning foes in range. Channeled skill apply 7 time last 3 seconds.
    • Versatile: Your totem move the elements in a storm, inflicting vulnerability and chilling foes in range. Channeled skill, apply 4 time, last 3 seconds.
    • Ferocious: Lightning strike around your totem, inflicting direct damage to foes around it. Channeled skill X impact over 3 seconds.
    • Supportive: Your totem produce a pleasant warmth, healing and removing conditions on allies in range. channeled skill, apply 4 time, last 3 seconds.

    Weapon: Scepter
    Weapon skills:
    - 1: A chain attack calling for lightning with each strick (900 range)
    - 2: A burning ray of light inflicting damage and stacking burns on up to 3 foes standing in front of the ray. channeled skill (900 range)
    - 3: Create a muddy pond in the target area that explode after 3 second applying regeneration to allies while knocking back foes and damaging. water field.

    Skill category unlocked: Natural mood (spirit weapon)
    Utility/Elite:
    - Lightning wrath: Struck your foes dazing it and dealing some damage

    • Sun burn: Burn your foe.
    • Earthen lock: destroy incoming projectile that aimed at you, last 4 seconds.
    • Relaxing moonlight: heal yourself and a apply regeneration to allies around you.

    Traits:
    Minor: 1st gain shamanery
    2nd Totem grant you stats based on the type of pet you transform and a minor buff to allies in range of the totem (half the stats that it provide to you)
    3rd take less damage while you are in your totem range.

    Up: 1st Your totem pulse regen
    2nd When in your totem range, Natural mood skills recharge 50% faster, gain 1 more ammo.
    3rd gain stability every second while channeling a totem spell, totem spells recharge 20% faster.

    Mid: 1st striking a foe that have 5 and more burn stack inflict lesser sun burn.
    2nd Burn last longer.
    3rd Scepter #2 have no cool down, gain condition damage while wielding a scepter.

    Bot: 1st regeneration you apply last longer
    2nd When you are disabled, break stun and apply regen to you and allies in range
    3rd Regen you apply heal for 20% more.

    Role: A nature's spellcaster that is a bit squishy but can either go for damage or light support.

  • Doctor Hide.6345Doctor Hide.6345 Member ✭✭✭
    edited October 5, 2017

    Elite Name:Void Mage
    Class: Mesmer
    Weapon unlocked: Main Hand Pistol
    Weapon Skills: 1. AA- It is the basic auto-attack. The VM aims the gun at the target and shoots.
    2. Grounded Portal- The VM forms a portal under the target that inflicts torment and a cripple/restraint on the target not making them able to move.
    3. Void barrage- The VM uses both pistols for this attack. He summons a small portal in front of each gun, and he also summons random located
    portals around the target in the air that pop in and out. He then starts shooting in the portals in front of the pistols in turn the projectiles come
    through the portals around the target.

    Skill Category unlocked: Teleport attack-The VM teleports around the battlefield in random locations attacking the target for 15 seconds.

    Utility/Elite: To come (Might need help with this.)

    Traits:: Traits that basically help dual pistol gameplay out along with portal damage either power or condi based.

    F1 changes: My mesmer is only lv 56, so I don't know how the other elite specs change the f1 keys.

    Role: DPS along with Condi damage.

    Mechanics: It is basically a dps class that uses guns and portals to damage the target. It is very mobile getting around the battle field using condis to slow it down and damage the target. It is very flashy looking with animations.

    If Life gives you lemons, put the lemons in a sack and beat up Life for giving you lemons in the first place.

  • TheSwede.9512TheSwede.9512 Member ✭✭✭

    I am totally planning on getting at least 1 for each profession done. With Revenant and Necromancer down, it's time for an Adventurer profession.

    Engineer - Kinetic

    Mechanic - Sonar and Volatile Clusters

    A Kinetic gains the option to swap out one or several toolbelt skills in exchange for a Sonar Device. This skill is a ground-targeted ability that detects and Spawns Volatile Clusters of ley energy at a random spot within the detection area.

    • Sonar - Target area pulses, revealing a volatile cluster of ley energy that can now be detonated. The cluster spawns randomly within the radius of this skill. Radius: 300.

    The Kinetic can choose to equip as many Sonar Skills as they wish, between 1 to 5 depending on how many Toolbelt Skills they're willing to give up in order to spawn more Volatile Clusters. Each Sonar skill carries a unique (albeit identical) Cooldown, allowing you to use several of them in succession.

    Once a Volatile Cluster has been found, it’s destabilized and risk detonating at the slightest disruption. Enemies walking too close to these Clusters cause them to explode after a delay of 3s, which Damage up to 5 enemies within the blast radius. Clusters can also be remotely detonated instantly by the Kinetic, either by using certain Implant skills or with Explosives once the Minor Master trait has been unlocked in the Specialization line.

    • Volatile Cluster - Deals Damage to up to 5 enemies around itself when it detonates.

    Weapon - Main- and Offhand Mace

    The Kinetic focuses heavily on Hybrid AoE damage and Conditions, which they pair up with Maces in order to reign supreme at all ranges. The Main-hand weapon features both a Melee Combo skill and a Charge-based second skill that can be fired at a medium-ranged, giving the Kinetic a good option for all ranges allowing it to pair well with both Shield and Pistol in the Off-hand slot. The off-hand mace provides an Offensive/Utility mix doesn't have the DPS of Off-hand Pistol or the CC of Off-hand Shield, but makes up for it with heavy AoE Denial and Mobility.

    • Kinetic Smash - Smash your foe with reverberating force, causing Bleeding.

      • -> Kinetic Bash - Bash your foe with sonic force, causing Confusion
      • -> Reverberate - Strike your Mace into your foe, placing a delayed Sonic charge that rings out if the enemy uses a Skill, causing both Bleeding and Confusion.
    • Grounded Lightning - Strike the ground and fire a Bolt of lightning along the ground, striking enemies in its path. Pierces. Uses Ammo. Ammo count: 3.

    • Explosive Launch - Load an explosive charge into your Mace head and strike your target, Burning nearby enemies while Knocking Back your target. Acts as a Blast Finisher.
    • Danger Zone - Channel, becoming a Mobile Lightning Field that Damages enemies and pulses Swiftness to Allies. At the end of the Channel, Daze nearby foes and grant Superspeed to allies.
    • Gravity Mire - Smash down with your mace, creating a Zone of intense gravity at the target location that Damages, Cripples and Slows enemies within. Projectiles entering the zone are destroyed.

    Utility Skills - Implants

    The Kinetic is an engineer above all, and that still holds true. Implant skills are similar to Physical Skills, only that they're based on modified armor pieces that the Kinetic loads up rather than physical force or skill. The biggest pull of Implant Skills is their ability to detonate Volatile Clusters while simultaneously dealing Damage to enemies on their own right.

    • Reconstruction Circuits - Healing Skill
      Activate repair Implants to rapidly start regenerating Health and become Immune to Vulnerability, Weakness and Blind. Uses Ammo. Ammo Count: 2.

      • -> Nanite Swarm - Toolbelt skill
        Release a swarm of Nanites at the target area that removes Conditions from allies with each pulse and acts like a Water Field.
    • Burst Impact
      Rush forwards and Grab your foe, Briefly stunning them before activating explosive implants in your gauntlets that Burn and Launch all nearby enemies. If a Launched enemy hits a Volatile Cluster, the cluster detonates. Acts as a Blast Finisher. Uses Ammo. Ammo count: 2.

      • -> Rocket Punch - Toolbelt Skill
        Strike your foe with a massive Punch that Knocks Back your target.
    • Seismic Wave
      Stomp the ground and send out two massive Shockwaves that Cripple and Weaken enemies they pass through. The shockwaves detonate any Volatile Clusters in their path. Acts as a Projectile Finisher. Uses Ammo. Ammo count: 2.

      • -> Seismic Anchor - Toolbelt Skill
        Pulse Stability to yourself for a short time.
    • Kinetic Detonation
      Fire a small spark of seismic energy through the ground to the target area. Once the spark arrives, it explodes and showers the area with Debris, Bleeding and Crippling enemies within. Detonates any Volatile Clusters in the area. Acts as a Blast Finisher. Uses Ammo. Ammo count: 2.

      • -> Sonic Boom - Toolbelt Skill
        Create a sonic boom around you that Dazes enemies. Acts as a Blast Finisher.**
    • Electromagnetic Retreat
      Bound backwards, evading attacks and creating a shockwave at your original position that Immobilizes enemies caught in the blast. Detonates any Volatile Clusters in the area. Uses Ammo. Ammo Count: 2.

      • -> Electromagnetic Shielding - Toolbelt Skill
        Break Stun to gain Magnetic Aura and Protection.
    • Singularity Bomb - Elite Skill
      Fire a bolt of Kinetic energy that explodes on contact with an enemy, creating a massive Vortex after a short delay that continuously Damage and pull enemies towards itself for a short time. Also pulls all active Volatile Clusters to its position. Uses Ammo. Ammo Count: 2.

      • -> Inverse Gravity - Toolbelt Skill
        Float enemies around you and make them Vulnerable.

    Specialization Line

    The Kinetic's Specialization line focuses on 3 distinct themes: Stability, Sonars and Volatile Clusters, and finally Explosives. The Specialization line is all about creating opportunities for the Kinetic to blast ranks upon ranks of enemies completely asunder, leaving little room for defensive willy-nillying.

    • Minor Adept: Groundbreaking Science - Gain access to Sonars, Volatile clusters and Implant Skills.

      • Adept: Stabilizing Reverberations - Implant skills grants you Stability (1 stack, 4s) on Activation.
      • Adept: Sonographic Exposure - Sonar skills cause Vulnerability (3 stacks, 6s) on enemies.
      • Adept: Explosive Ammunition - Weapon Skill 1 now causes an AoE attack around its Primary Target on impact. This Attack is considered an Explosive.
    • Minor Master: Explosive Personality - Explosives now detonate Volatile Clusters. Explosions now have a 15% chance to spawn a Volatile Cluster at its position. ICD on Spawn: 5s.

      • Master: Steady Foundations - You gain up to 180 Toughness while you have Stability, depending on level. Stability you apply lasts 33% longer.
      • Master: Controlled Detonation - Volatile Clusters will no longer explode on proximity but now only Explodes when detonated by an Implant or Explosion. Volatile Clusters now affect a larger area and deals 10% more Damage. Radius increase: 60.
      • Master: Bombing Run - Striking an enemy with an Explosive causes your next attack to deal 5% more Damage and stacks to 3. Resets when you use a Non-explosive skill.
    • Minor Grandmaster: Chain Reaction - Volatile Clusters are now considered Explosions for trait synergy and Burn (1 stack, 3s) enemies on Detonation. You gain Condition Damage equal to 13% of your Power.

      • Grandmaster: Centre of Mass - When you grant yourself Stability, grant Stability (1 stack, 4s) to nearby allies as well. Radius: 240.
      • Grandmaster: Expansive Telemetry - Sonar skills now pulse 3 times instead of one, but each pulse only has a 60% chance to find a Volatile Cluster. If no Cluster is found, the Sonar skill Recharges 50% faster.
      • Grandmaster: Sapping Solution - Explosives have increased Condition Duration and cause Slow (2s) on enemies struck. This can affect several enemies in a single instance. ICD: 12s. Duration Increase: 33%.

    Role

    The Engineer is a versatile profession that between its Core, Scrapper and Holosmith specializations can find a place almost anywhere in GW2 throughout all game modes. However, there's one place where the Engineer has struggled to carve out a set position and that's within large, organized group content such as Large-scale WvW. Strange so, for a profession that is basically a walking artillery tank.
    The Kinetic aims to fix that problem. When you need everything within immediate vicinity blown to smithereens, then accept no substitutes. Between the ability to lay down massive AoE Damage using Implant Skills and Explosions, the massive Target range they posses with Volatile Clusters and the high access to both personal and shared Stability, the Kinetic aims to carve out its rightful place as Midline Artillery. Their in-profession synergy is great, especially with Explosives, but using Combos such as Singularity Bomb -> Gravity Mire -> Kinetic Detonation will lay waste to scores of enemies. They thrive regardless of Stat setup, be it through pure Power, Hybrid or Condition.
    In return for this, the Kinetic offers little else BUT massive AoE offensives and high Stability uptime. They're the epitome of a Glass Cannon spec and will be specifically fragile if they build entirely for maximized damage output.

    Lore and Theme

    The Dredge is probably not the first race that comes to mind when one is talking about technological advancement, however their use of seismic and sonic weaponry is practically one-of-a-kind. There are few Dredge willing to to see the surface world as an ally, but the few who does have been generous in sharing their technology with the five great races.
    The Kinetic takes full advantage of these seismic weapons, reinventing them to become tools of mass destruction that will tear through the ranks of the Dragons' minions like they were made from paper. A no holds barred, pedal to the metal demolitionist that will rain explosives from the sky and send tremors through the very earth to obliterate their enemies outright. It's suggested that one keeps their distance from a Kinetic at work, last one get caught up in the gravitational science that's currently ripping through the battlefield and reforming it as they fight.

  • Spec Name: Legendary Avenger or Mistwalker or Stalker or Executioner or whichever fits!
    Class Name: Revenant.
    Weapon: Greatsword
    Legendary Patron: Up for suggestions!
    Spec Flavor: Teleports to its target, up into its face, deals charged lethal blows and moves onto next target, fast movement with Teleports + skill super-charging for all gs skills using consuming energy, charging for utility skills using the utility ammunition charges (Energy can be used but if so please be reasonable with the energy costs!).
    Spec Role: Heavy Melee Damage Dealer with Vulnerability Stacking Support and Heavy CC.
    .
    Spec Mechanics:
    -GS & Charging Mechanic unlocks with spec.
    -25% increased movement speed baseline.
    -High Critical chance and low base power baseline, charging buffs power &/or critical damage by a considerable amount.
    -GS Skills have base cost of energy and can be super charged with more energy being fed into it, the more you hold down a skill the more it charges and the harder it hits, skills have a cap of energy consumed for charging, hit fires when you release the key and not when the skill reaches cap, so you can pre-charge a hit before reaching your target and releasing it at the right moment, you can charge skills while moving, movement speed not affected when a skill is being charged.
    -Utility Skills can be pressed once for a single charge, or twice or 3 times (if it has 3 charges), consumes utility ammunition charges (Or a set amount of energy per skill per charge if energy is to be used), can have delay between key presses or not, depending on Dev insight and balance team.
    -F Skills to be added to fire the utility skills after being charged up.
    -You can only charge either a GS Skill or a Utility Skill at a given time, but you can fire the utility skill while charging up a GS skill.
    .
    GS Skills: (Up for suggestions!)

    • Skill 1: Great Slash: Cleave the area infront of you, Damage increases with charging, not chained for the sake of simplicity and to avoid contradiction with charging.

    • Skill 2: Mist Hack: Summon 2 greatswords to attack your target from the sides once, Damage increases with charging, if fully charged a third GS attacks inflicting cripple on your target.

    • Skill 3: Mist Assault: Fade into the mists evading attacks, showing up with an attack at your current location then fading again, repeats 3 times, Damage increases with charging, if fully charged then you hit an additional time with an uppercut slash sending targets at your location flying upwards.

    • Skill 4: Great Throw: Throw your GS, if it hits, teleport to your target. Range and damage increases with charging, if fully charged immobilize your target.

    • Skill 5: Mist Swipe: Summon a giant mist GS to swipe the area infront of you in a cone dealing AoE damage, damage increases with charging, if fully charged knock back your enemies. (AoE can be increased with charging as well)

    .
    Utilities: Legendary Avenger - Charge skills, charge them for super-charged effects.

    • -Healing Utility:
      -2 or 3 ammunition charges..
      -Ammunition Recharge: Up to the Devs.
      -Next hit is Unblockable, but dodgeable and can be invulned.
      -1 Condition removal per charge.
      -Gives a Buff: Heal-on-hit for X amount healing
      -Charging: (Consuming the healing utility ammunition charges)for more effects ( 1/2.67/4 X Healing, 1/2/3 Condition Removal)
      -Buff lost if hit fails to land.
      -F1 fires the healing skill initiating the buff.
      -Condition removal can be fixed for the skill and not increase with charging, to provide some sort of trade-off for charging, more healing vs less condition removal, but requires only 1 hit to land successfully, while multiple condi removal will require more hits to land, up to the Devs.

    • -Utility 1:
      -2 or 3 ammunition charges.
      -Ammunition Recharge: Up to the Devs.
      -Gives a buff; Next hit is Unblockable, but dodgeable/can be invulned, X Higher Power Coefficient &/or Critical Damage on next hit along with vulnerability.
      -Charging: Can be super-charged (Consuming the utility skill ammunition charges) for more effects (1/2.67/4 X Coefficient, but for a shorter or same duration for all 3 levels) + (Vulnerability stacks increased per charge (6/12/18) Same Duration for all charge levels)
      -Has no Damage component, it buffs the hit that will be dropping
      -Buff lost if hit fails to land.
      -F2 fires the utiliy skill initiating the buff.
      -Up to the Devs if the Vulnerability is applied before the increased coefficient i.e before the hit lands so it buffs that hit or after it)
      -The idea here is to give a choice if you want sustained damage or burst damage using this skill.

    • -Utility 2:
      -2 or 3 ammunition charges.
      -Ammunition Recharge: Up to the Devs.
      -Gives a buff; Next hit is Unblockable, but dodgeable/can be invulned., Next hit Inflicts X damage along with Blind, Immobilize, Slow and Weakness for Y seconds.
      -Charging: Can be super-charged (Consuming the utility skill ammunition charges) for more effects (1/2.67/4 X Damage, 1/2.67/4 Y seconds condition duration)
      -F3 fires the utility skill initiating the buff.

    • -Utility 3:
      -2 or 3 ammunition charges.
      -Ammunition Recharge: Up to the Devs.
      -Teleports through portal to location **or to target, inflicts X seconds duration of Slow on landing (either AoE slow or to target only).
      Charging: Can be super-charged (Consuming the utility skill ammunition charges) for more effects (300/800/1200 Range, 1/2/3 X Seconds duration of slow)
      -F4 fires the utility skill initiating the teleport
      -The idea here to either quickly teleport short distances to avoid being kited or to be used as a gap closer by fully charging it.

    • -Elite: "Overcharged/Mistcharged":
      -Duration X Seconds.
      -60+ Seconds CD, Low energy Cost, like 10 Energy, it is supposed to be used OFF-CD but on long CD.
      -Grants user Super-Speed and Alacrity for its duration.
      -Stun break, pulsing stability for its duration.
      -Gives Buff: GS skills can charge more energy in(cap increased) and they charge to that increased cap for the same duration of normal charging.
      -Example: skill #5 on GS, normally would charge up to a cap of say 25 energy in say 2.5s, When overcharge is up, it can charge 40 energy instead of 25 for the same 2.5s.
      -No F Skill as it is just a buff and won't be a charge utility skill, can be fired while charging a GS skill.
      -Up to the Devs to convert it to a chargeable skill as well with an F button to fire it, i just find it counter intuitive, but keeps homogeneity in the utilities.

    .

    • Pros:
      -Heavy Hits utilizing the skill-charging mechanic which allows for interesting choices between do charging or not charging skills.
      -A different approach to the utility skill ammunition system and not utilizing upkeep skills to allow for a different experience on Rev.
      -High Risk High Reward game-play.
      -Can support offensively with vulnerability stacks and good Defiance bar destruction
      -Not easily kitable, but still possible.

    • Cons:
      -Low survivability.
      -Below average output without charging.
      -Other weaponsets won't be viable for DPS and would be just for defense as they won't have the charging mechanic.
      -Ranged Condition/Direct Damage as well as Melee Condition damage and general healing support roles are not viable options with this spec, it is a strict Melee Damage Dealer, unless the devs find a way out of it through traits maybe?
      -Can be countered heavily by specs with lots of interrupts like any X/P thief
      -Not many condition cleanses, gonna have to see how it works with Mallyx/Jalis for that.

    • Design challenges:
      -The Devs might have to make sure somehow that they don't completely kill S/S, to have a different weaponset that synergizes with the spec.
      -How it will turn out with the different legends, i think all will be fine except Mallyx.

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭
    edited October 12, 2017

    Elite name: Treasure hunter
    Class: Thief

    F1 changes: No change
    special mechanism: Ash clone, Upon using a movement skill leave a ash clone (can only have 1 clone up at a time, last 4 seconds. ICD 8 seconds)
    Weapon: torch
    Weapon skills:
    - 4: Ash trail, leap backward leaving a trail of ashes behind you, blinding, burning and damaging foes.
    - 5: Ashen aura, gain fire aura and blind nearby foes.
    - dagger#3: liquid flame, leave a burning aoe at you feets
    - sword#3: Burning flurry, explode in a flurry of blade that burn your foe
    - pistol#3: flashing round, deliver a round of ammo that blind foes in front of you as well as damage your foe.

    Skill category unlocked: gadget/corruption
    Utility/Elite:
    - Rhum flask: drink to recover but beware! This will inflict confusion upon you!
    - Molotov cocktail: When those monsters come... kill them with fire! Throw the bottle after igniting it to create a terrifying fire field! Oops you burnt yourself...
    - Awl: Anything is a weapon when you are treathen even your lockpicking tools... Well such tools are bound to hurt you if you use them improperly (bleed yourself)

    Traits:
    Minor: 1st become a treasure hunter!
    2nd whenever your ash clone is destroyed/disapear, it explode, burning and blinding surrounding foes
    3rd Gain fire aura if you are in range of your ash clone explosion

    Up: 1st your ash clone cleanse a condition to allies around him when he explode
    2nd Your ash clone inflict burn on hit
    3rd Your ash clone last twice as long

    Mid: 1st cleanse a condition whenever you gain an aura
    2nd using a gadget fire you up, granting you fire aura
    3rd while under the effect of fire aura you take 15% less damage.

    Bot: 1st wielding a torch grant you condition damage. torch skills recharge faster.
    2nd burn you apply last longer and do more damage when you suffer from a damaging condition
    3rd

    Role: Isn't it obvious? A pyromaniac condition e-spec!

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭

    Unlikely revenant e-spec

    Elite name: Mist leech
    class: revenant
    Special mechanism: Change the mechanism, ML seize the power of the legends of the past Through strange glyph without taping on mist energy. Now each basic legend have it's own energy conduct as F1-F4 and the use of this conduct is limited by how much you tap onto the power of a legend, inducing it's rage when you've drawn to much energy.

    In short the energy bar is replaced by an empty bar that is filled each time you use a skill that use energy. This bar is reset when you change your legend and slowly decay while out of combat. If the bar reach 100% there is a powerfull rebound that daze you and disable the legend conduct for 30 seconds and thus your ability to channel energy skills (thought you can still switch to a different legend conduct).

    I feel it could be fun to have a revenant e-spec that is wary of the legends and chose to parasite them instead of working alongside with them.

    Weapon: Focus
    Weapon skills: These are energy management skills
    - 4: drain energy from foes around you, weakening them and damaging them. Reduce energy charge by X point.
    - 5: Continuously drain energy from foe around you building barrier every second for 4 seconds. Y energy is reduced on your energy bar every seconds.

    Skill category: Glyph (Yes these revenant have access to a specific kind of skill, they do not channel the revenant they seize forcefully it's power and let it pass throught glyph to create some effects)
    Utility/elite:
    - Glyph of mystical balance: heal yourself and gain an effect (2 when struck charge) based on the legend channeled (shiro life steal, ventari aoe heal, jalis 50% reduce damage, mallyx corrupt boon)
    - Glyph of mystical power: Break stun, your next 3 hits grant you boons based on the legend channeled (shiro 3 might stack, ventari cleanse, jalis stability, mallyx resistance)
    - Glyph of mystical rage: Unleash a tempest of energy around you that have different effect based on the legend channeled (shiro power damage, ventari heal allies, Jalis weaken foes and reduce damage on allies, mallyx corrupt boons and torment foes)
    - Elite: Glyph of mystical avatar: Fill yourself with the power of the channeled legend gaining it's strengths (Shiro gain 25% movment speed and ferocity, Ventari gain outgoing healing and vitality, Jalis gain a break bar and toughness, mallyx gain reduced incoming condition damage and expertise). Upkeep skill - 5 (4 when traited)

    Traits:
    Minor: 1st become a mist leech
    2nd Gain stats that depend on the legend channeled
    3rd Gain additionnal stats that depend on the legend channeled when energy bar is filled above 90%

    Up: 1st reduce shared cool down when changing legend conduct by 20% (8 seconds instad of 10 seconds) (do not affect rebound cool down)
    2nd Switching legend grant you fury and quickness
    3rd If your bar fill to 100% let out the energy of the rebound affecting allies or foes (use glyph of mystical rage). Reduce rebound CD time by 33%.

    Mid: 1st focus skill recharge faster and reduce more energy charge.
    2nd Gain might when you use a skill that have an energy cost
    3rd When using the glyph of mystical avatar, periodically gain a boon that depend on the legend channeled. (shiro fury, ventari resistance, jalis vigor, mallyx might)

    Bot: 1st
    2nd Glyph recharge faster and have a reduced cost in energy.
    3rd Do more damage as you have more energy (5% when under 25%, 7% when under 50%, 11% when under 75%, 15% when under 90% and 20% when above 90%)

  • Orpheal.8263Orpheal.8263 Member ✭✭✭
    edited October 8, 2017

    The Summoner

    Class: Elementalist
    Weapon Chakrams (1H Dual wielding Mid Range Throwing Weapons/ 750 Range, Line of Sight-Positioning Gameplay with Return Effects
    F1 Mechanism: Elemental Avatars - Make a Pact with a Djinn and transform yourself into an Elemental Avatar based on your attuned Element, which changes your Weapon Skills into Avatar Skills.
    Gameplay Mechanism: Dual Weapon Skills on Slot 3

    Utility Skills:

    Meditations, a Summoner must medidate, to become one with nature, so that they are able to perform a Pact with a Djinn, an Elemental Spirit. Only through Meditation and becoming one with Nature can a Summoenr gain the massive Powers of Elements that are needed to summon their Elemental Servants, massive Creatures they control, these Meditations that work like Meditations work in the same way also like Kits, cause the Meditation used to summon your Servant changes also like a Kit your Weapon Skills to Summoning Skills, because the very moment you call a Servant, your Gameplay Changes to that of a passive Summoner, who controls the actions of the Servant (PoF Minion Gameplay from the Foe of my Foes similar)
    A Servant can't be killed, but lives only as long as the Summoner is alive (Downed state doesn't count) Servants are very protective, if their Masters get downed, they become raged and very aggressive and receive Boosts to their Stats and can use eventualyl Rage Skills to which you as a Summoner normally have no access to to command them to use them. Its something they do only on their own free will to protect their beloved Masters that they serve and are bonded to.
    The Gameplay differentiates between Lesser and Higher Servants. A Summoenr can summon up to 3 Lesser Servants at the same time. A Higher Servant (Elite Skill) can be only 1 at a time on the field from you, and replaces all other Lesser Servants, by absorbing them, but is also significantly more powerful, than Lesser Servants.

    Dodge Mechanic Summoners have a unique Dodge Mechanic, if they dodge, they have different Elemental Effects based on the Attunement. If traited, they can increase their Dodge Bar to 3 Dodges, like Daredevils.
    Water = Leaves an Ice Trail, which lets Enemy that touch it slip and get knocked down.
    Air = Shadow Step 900 units into your Direction, significantly increasing the Distance of your Dodge Roll
    Earth = Leave a Trail of Dust, which blinds foes and blocks Projectiles for a few seconds and can be used with a Blast finisher to Stealth you.
    Fire = Leave a Lava Font at your Location, that deals damage over time and causes Burnings

    Weapon Skills:

    Fire
    1: Searing Mandala - Throw multiple Burning Chakrams, each dealing not much damage, but each hit causes stacks of Burning.
    2: Liquid Flame - Throw a chakram, which creates a wall line of fire on the way to its foe and when it returns to you, which can't be crossed.
    3: Double Dragon (Dual Weapon Skill Chakram/Chakram) - Throw both of your Charams, creating two fire snakes that hit foes in line of sight and immobilize
    3: Flame Djinns Haste (DWS Chakram/Dagger) - Leap forwards, deal AoE Damage on Imapc and Gain Swiftness, Fury and Quicknes for a brief time.
    3: Glowing Gaze (DWS Chakram/Focus) - Focus your Gaze upon your Target and cause it to Burn heavily and blind it from your Glowign Gaze. you regain also some Endurance if the foe was already Burning.
    3: Incendiary Bonds (DWS Scepter/Chakram) - Foes that are Burning and got hit by IB, will receive all damage, whenever a burning foe receives damage from a Fire Spell
    3: Inferno (DWS Dagger/Chakram) - Create a large circular AoE field, that cascades from your epi centrum, causing with each cascade Burn and Vulnerability
    4: Meteor Strike Basically the same Meteor like Skill, that Hydras in PoF use. Call two Meteorite Strikes, that hit all nearby foes, if they stand in the impact area for too long and knock them down.
    5: Obsidian Flame Causes a Black Fire, that causes weaker Burnings, but which can't be cured, as long the Summoner self is over 50% Health.

    Air
    1: Enervating Charge - Throw a charged up Chakram, that bounces 3x between nearby Targets and causes Vulnerability per Hit.
    2: Sonic Ring - Throw a razorsharp Wind enhanced enlarged Chakram, that cuts through everything, causes Bleedings and can't be blocked
    3: Storm Djinns Haste (DWS Chakram/Dagger) - Leap backwards and dodge incoming hits, causing in front of you Lightnings which cause Confusions. Gain Quickness if one of these Lightnings hitted a foe successfully.
    3: Glowing Clouds - (DWS Chakram/Focus) - Create a thunderstorm of clouds, which can be used to stealth you and allies, while it causes damage to foes that get too close to them. This damage of this skill reveal you, as its not damage that was caused by you, but the foe getting too near to the cloud, so a reaction to the foes action.
    3: Shell Shock - (DWS Chakram/Chakram) - Stuns first a foe only, but deals decent damage and causes Weakness, Confusion and Torment if the foe reacts on the stun with a Stun Breaker.
    3: Whirlwind - (DWS Dagger/Chakram) - Creates at your locationa Whirlwind, which sucks foes in and whirls them around, causing Bleedings over time.
    3: Chilling Winds (DWS Scepter/Chakram) - Send out a cascading wave of cold wind javelins, which damages per pulse, pushes foes back and chills them, with a chance to freeze them, if they were too close. Freeze is a new unique trait effect for Chills from a Summoner.
    4: Ionized Air - Create a field of Ionized Air, letting foes get dazed and struck by lightnings, whenever enter it, which suffer on Burn and Chill, otherwise it Weakens them, Combo Field for Blindness also
    5: Eye of the Storm Become a blinding Storm and create swirling Storm Gusts around you as you move, dealing damage on first contact and push foes on touch away from you as long the skill effect is active.

    Water
    1: Rust - Shoot unblockable Water Rays at your target that let their Weapons rust, causing Weakness with this skill
    2: Freeze Lancer - Shoot out multiple Ice Javelins, that are unblockable, cause Chill and have a Chance to Freeze foes and remove with that also a Boon.
    3: Glowing Ice (DWS Chakram/Focus) - Causes on your Target foe directly Freeze definetely. Lets you gain Health back, if the foe was already frozen or chilled and cures 1 Condition additionally.
    3: Water Djinn's Haste (DWS Chakram/Dagger) - Leap backwards and attack your Target ares with Geysirs of steaming hot water, which launch foes into the air if they get hit. Gain Swiftness and Regeneration if you successfully launch foes with the Geysirs
    3: Blurred Vision/Bursted Bubbles (DWS Scepter/Chakram) Send out a Wave of Soap Bubbles, which blind foes and negate projectiles and cause on burst damage to nearby foes and cripple foes.
    3: Ice Prison - (DWS Dagger/Chakram) - Strike a foe with an ice cold blade, causing Vulnerability and Chill. Did the foe suffer already on Vulnerability, then this skill immobilizes, if he suffered already on chill, then it freezes, and if both, then it freezes and deals extra damage and is always critical..
    3: Flood (DWS Chakram/Chakram) Send out a circular cascade of water at the impact point of your thrown Chrakram and another on return when you catch it
    4: Shatterstone - Create a huge Ice Crystal, thatyou let fall down on your Target Area, which shatters and causes AoE Chill and leaves a Water Field to Combo with.
    5: Slippery Ground - Create an Ice Field, that manipulates the movement of foes and makes it easier to knock foes down, on critical hits, you and your allies slide on this field gainign Super Speed and are unaffected by th movment manipulation. Blinded foes get knocked down immediately on Blind if they are on Slippery Ground.

    Earth
    1: Ebon Hawk - Send out an Ebon Hawk, that causes Bleedings to foes in line of sight on the way and on all on return.
    2: Sliver Armor - Gain Retaliation while also having a chance to gain Aegis whenever you receive ranged Damage.
    3: Stoneflesh Aura - (DWS Dagger/Chakram) Gain an Earth Aura that reflects Projectiles and which causes periodically Weakness to nearby Targets
    3: Earth Djinns Haste (DWS Chakram/Dagger) - Leap forwards, deal damage, stun and create a huge Rock Wall that no enemy can pass as long its not destroyed and which blocks projectiles. Gain Quickness when the Wall blocks of Projectiles. while it is up and not destroyed.
    3: Glowing Stone (DWS Chakram/Focus) Send out a homing in rock snake that follows its target and which blinds, poisons and petrifies a foe on hit. Grants allies random Venoms on line of sight except Basilisk Venom
    3: Scirocco (Scepter/Chakram) - Create a small scale Sandstorm around your Target Location which stealths you and allies briefly and which cripples nearby foes with tons of sand
    3: Earthbreaker (DWS Chakram/Chakram) Let big earth Spikes shoot up out of the ground, that cause bleedings and cripple. if the foe was vunerable, then they launch also
    4: Ward of Stability - Create a protective area where you have permanent Stability and Protection as long its effect is up, which cant b stripped or corrufted in that zone..
    5: Ward Against Foes - Create a protective area, which Torments and Slows foes inside of it periodically.

    Whew, what a beast of a concept, but its an Elementalist Spec, its natural with their four Elements :3


    Cassandra Lancaster - Achievement Hunter - 28,9k AP currently - Server: Drakkar Lake/EU - Mastery Rank of 254
    I'm the proud Origin of the Elite Specializations Concept (Sub Classes) through the last made CDI Project.


  • Orpheal.8263Orpheal.8263 Member ✭✭✭

    Continuation from my Summoner Concept, first the huge Skeleton, now comes the Flesh onto its Rips ;) that finishes the Concept.
    Utility, Healing, Elite Skill and the Traits ^^

    Healing Skill

    Servants of Restoration
    Fire
    Lesser Servant - Phoenix - Heal yourself and turns Burnings on you into Healings. Cures on activation1 Damaging Condition that is not Burning. Fights then with you, until you die or you send it back to let the skill recharge, so that you can use it later again. Can on sacrifice revive a dead ally, but then its Recharge Time is much longer
    Water
    Lesser Servant - Frost Wurm - Heal yourself and turns Chills with its ranged chilling spit into Damage over Time as long Chill is active. Send it back to let the skill recharge. Sacrifice lets you Swap locations with it and cures 3 Conditions for you, but its Recharge Time is then longer
    Air
    Lesser Servant - Thunder Crab - Heal yourself, gain Retaliation and Fury, when Thunder Crab is in your near. Send it back to let the skill recharge. Sacrifice lets you earn Protection, Resistance and causes a big thunderclap attack that stuns all foes around yourn ear for a logner time, but you have to wait also longer too on its recharge.
    Earth
    Lesser Servant - Dustdevil - Heal yourself, become immune to blindness and become able to see stealthed foes by revealing them in your near. Send it back to recharge the skill. Sacrifice lets you become temporarely stone, so you receive no damage, while also reflecting projectiles with dust whirls which blind foes together with their reflected projectiles.

    Utility Skill

    Servants of Support
    Fire
    Lesser Servant - Flame Goblin - Summon a Flame Goblin, which grants you and allies in periodic time Fire Auras and Might. On Sacrifice you create a large burst of fire that causes damage and creates a fire field. Send it back to recharge the skill.
    Water
    Lesser Servant - Aqua Stalker - Summon a Aqua Stalker, which stealths and surprise fores from behind and dodge surrounds them. Whenever it does that, it heals nearby allies. On Sacrifice you create a large burst of water, that launches foes and create a water field. Send it back to recharge the skill.
    Air
    Lesser Servant - Jaquaranda - Summon a Jaquaranda, which grants nearby allies Swiftness and Vigor. On Sacrifice you create a Thunderstorm that dazes foes on touch and causes damage, while being an air field. Send it back to recharge the skill.
    Earth
    Lesser Servant - Sand Shark - Summon together with magical created Sand Ground for it a Sand Shark, which grants Resistance for a short while upon summoning.
    On Sacrifice, create a big Sandstorm, that causes damage and blinds and weakens foes, while being an Earth Field. send it back to recharge the skill.


    Servants of Battle
    Fire
    Lesser Servant - Magma Ooze - Summon a Magma Ooze, which creates on Target Location a Lava Font upon arrival. On Sacrifice it turns into a Magma Bomb that deals heavy damage. Send it back to recharge the skill.
    Water
    Lesser Servant - Ice Imp - Summon an Ice Imp, which creates on Target Location Frozen Burst upon arrival. On Sacrifice, it turns into an Ice Bomb that deals damage and freezes all foes in its explosion range. Send it back to recharge the skill.
    Air
    Lesser Servant - Chickenado - Summon a Chickenado, which creates on Target Location a Gust upon arrival that pushes foes back. On Sacrifice, it turns into large size Tornado, which sucks in and whirls around foes in range. Send it back to recharge the skill.
    Earth
    Lesser Servant - Rock Armadillo - Summon a Rock Armadillo, which creates on Target Location Unsteady Ground. On Sacrifice, it turns into a big Rock Ball that tries to roll over nearby foes to knock them down and cause vulnerability that way. Send it back to recharge the skill.


    Servants of Defense
    Fire
    Lesser Servant - Salamander - Summon a Salamander, upon summoning your Toughness gets increased based from the Power you have. Burns you receive, will be reflected upon your Enemy as well. On Sacrifice, receive your nearby allies the Stat Boost
    Water
    Lesser Servant - Undine - Summon an an Undine together with magical water so that she can move also on land. Upon summoning your will be your Vitality increased based from the Toughness you have. Poisons you receive, will be reflected upon your Enemy as well. On Sacrifice, receive your nearby allies the Stat Boost
    Air
    Lesser Servant - Quetzalcoatl - Summon a Quetzalcoatl, upon summoning your Power gets increased based on your Precision. Bleedings you receive will be reflected upon your Enemy as well. On Sacrifice receive your nearby allies the Stat Boost.
    Earth
    Lesser Servant - Gnome - Summon a Gnome, upon summoning your Precision gets increase based on your Vitality. Torments you receive, will be reflected upon your enemy as well. On Sacrifice receive your nearby allies the Stat Boost.

    For now a break, will continue later with the last two Utility Skills, and Elite and finish it then with the Traits :D


    Cassandra Lancaster - Achievement Hunter - 28,9k AP currently - Server: Drakkar Lake/EU - Mastery Rank of 254
    I'm the proud Origin of the Elite Specializations Concept (Sub Classes) through the last made CDI Project.


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