I would love for them to add racial elite specs to make racial skills work for all classes. Maybe a Pve only thing.
Like for the last dragon fight alll the races banded together to share their secrets with each other allowing all races to use their unique abilities. Some would have to be reworked but overall we could make it work.
Make a trait line associated for each spec that adds some cool new features.
Sylvari spec could add extra healing and CC With vines and flowers
Norn would be awesome for a shapeshifting spec
Charr would add more guns and stuff
Asura would add golemancy
Humans is the hardest especially after this expansion
But they could share the blessings of the gods
I’d prefer if it would just be for the races and their skills would be useful but people would complain that they have to make a sylvari Mesmer or something
@Artyport.2084 said:
I would love for them to add racial elite specs to make racial skills work for all classes. Maybe a Pve only thing.
Like for the last dragon fight alll the races banded together to share their secrets with each other allowing all races to use their unique abilities. Some would have to be reworked but overall we could make it work.
Make a trait line associated for each spec that adds some cool new features.
Sylvari spec could add extra healing and CC With vines and flowers
Norn would be awesome for a shapeshifting spec
Charr would add more guns and stuff
Asura would add golemancy
Humans is the hardest especially after this expansion
But they could share the blessings of the gods
I’d prefer if it would just be for the races and their skills would be useful but people would complain that they have to make a sylvari Mesmer or something
The thing is that the devs don't want to make races relevant and this idea would make races relevant.
The revenant e-spec that everybody is affraid to see.
Elite name: Seeker Class: Revenant
Special mechanism: Using F2 let you take root, granting you barrier every second at the cost of not being able to move and with an upkeep cost of 9.
Weapon: Greatsword (Caladbolg skills... The skills embody the power of the natural elements.) Weapon skills:
AA slash with the power of the wind
2: Hit multiple foes with arc of lightning
3: Leap into a rift to appear above your foes then smash it knocking it and surrounding foes down
4: Knockback foes in front of you
5: Thrash foes around you in a spinning frenzy while flinging projectiles
Legend: Riannoc Utility/Elite:
Healing seed: same as the racial skill but with a shorter cool down and an energy cost
Seed turret: same as the racial skill but with a shorter cool down and an energy cost (bleed last longer)
Vine wall: Erect a vine wall that immobilise and inflict a bleeding effect on foes that try to cross it.
Summon sylvan hound: Upkeep (5) summon
Wrath of the ancients: Call upon the strenght of the ancient druids spirit summoning vines that lash 5 time on foes on the area for 5 seconds. (a well that deal direct physical damage)
Traits:
Up: Something that goes along the way of using the elements (GS trait, lightning proc with ICD, Fury/ferocity trait)
Mid: Some traits that tell riannoc story (Blessing of the mother tree = self buff, benevolence toward your companions = party buff, bitterness of being betrayed = debuffing foes)
Bot: Traits that define a sylvari and make use of take root (Bark skin = toughness buff, Gain retal when using take root, Riannoc legend skills last longer)
Special mechanism: Using F2 let you take the form of the owl (do not lock you out of your utilities) Upkeep 2
AA Damage and low bleed (see wolf form)
Wind blast (see raven form)
Swoop (see raven form)
Howl (see wolf form)
Prowl (see snow leopard form)
Weapon: Axe main hand Weapon skills:
AA slash through a rift (range 900)
2: Cleave the air, damaging and pulling foes closer to you (range 500)
3: Crash the ground damaging and knocking down foes around you.
Legend: the owl Utility/Elite:
Heal yourself and make you retreat backward.
Make you and your allies enter in stealth, also grant swiftness.
Create a tempest that damage and chill foes in the area
summon a flock of birds to attack your foe (upkeep 7)
revive allies in the area for a %age and cure up to 3 conditions on allies.
Traits:
Up: Something that make use of being in owl form (25% movement speed while F2 active, Reduce condition duration while in F2, improve crit chance while in F2)
Mid: Some traits that revolve around stealth and reveal (grant regen to targets that you put in stealth, reveal foes in area when you use sound based skills, When you gain stealth, your next damaging skill will do more damage)
Bot: Traits that define a norn (loud: improve range of sound based skills, strong: improve power/damage while wielding an axe, carefree: immun to chill)
Theme : The Ranger was teached the art of deception and manipulation by ghost lights in the woods and uses the helplessness of travelers that got lost in the wild for his/her own good, manipulating them until they will never find their way back out.
Weapon : Offhand Focus, getting mid range debuff and control abilities to further enhance melee range survivablity.
( OFF-TOPIC: Im not very good with dmg modifiers etc, so im not sure what numbers to put to the weapon skills. I imagine #5 hitting for around 4,5k CRIT on a berzerker/marauder power build IN PVP!
4#: Beneficial Block
Block incoming attacks for the next 3 seconds, if you dont get hit gain 25 endurance
Foes that you block get slowed
30 seconds cooldown
Slow (5 seconds)
5 Targets
5: Intellect Infiltration
Damage: 800 base (look @ OFF-TOPIC above)
Cast time: 1 1/2 seconds
The next weapon skill used by a foe has an 100% higher cooldown (skills #2-#5)
35 seconds cooldown
Projectile
Pierces
Range 600
3 Targets
Mechanics : Rising Darkness
Your and your pets attacks induce unsecurities and fear in the hearts of the lost enemies, making them feel more and more helpless.
Every attack that hits (not getting blocked, evaded, blinded, invulned) will put a stack on the enemies hit. After reaching 12 stacks, blind the foe, reset the stacks.
One stack lasts for 3 seconds, the duration will refresh everytime a new stack is applied. (no internal cooldown)
Condition dmg ticks will not apply stacks.
Blind (3 seconds)
Skill Type : Manipulation
Heal:
Distracted Healing
Manipulate the enemies around you into thinking your pet is the bigger threat.
25 seconds cooldown
Cast time: 1 second
Your pet taunts the enemies around you
Heal: 4,800
Taunt (2 seconds)
Radius 600
5 Targets
Utility: Mysterious Paths
Swap places with your pet, your next attack weakens your foe, your pets next attack slows your foe
30 seconds cooldown
Cast time: 1 second
Leap Finisher
Weakness (4 seconds)
Slow (2 seconds)
Hopeless Offensive
Foes that attack you will be blinded and slowed
(3 seconds duration to get activated)
25 seconds cooldown
Internal cooldown: 1 second
Blind (3 seconds)
Slowed (4 seconds)
Breaks stun
3 Targets
Selfish Exploitation
Steal 25 endurance from your foe. Gain an attack of opportunity if the foe does not have at least 25 endurance.
25 seconds cooldown
Cast time: 1 second
Chaotic Chimera
Your pets next 5 attacks will put a debuff on the foe it is attacking.
Attacking a foe that is debuffed, will daze him.
45 seconds cooldown
Debuff on foe: 3 seconds
Stacks on pet: 10 seconds
Internal cooldown for daze: 1 second
Daze: 1/4 seconds
Elite: Panic
Manipulate the minds of your enemies, causing them to panic and run away in fear,
60 seconds cooldown
Cast time: 2 seconds
Remove Boon: Stability
Fear (3 seconds)
Radius 600
5 Targets
Minor Adept:
Focus Proficiency Ignis Fatuus
Gain access to Manipulations. Your connection to Ghost Lights gives you access to Rising Darkness , blinding foes with your attacks
Major Adept MID: Protecting Insecurity
If your foe has more than 5 stacks of Ignis Fatuus, you take 15% less dmg from them
Major Adept DOWN: Empowering Weakness
Deal 3% more dmg for each of the following conditions on your foe:
Weakness, Blind, Slow, Vulnerability
Minor Master: "Go for the eye"
Your pets first attack after swapping blinds your weakens your foe (4 seconds)
Major Master UP: Punishing Blunder
Attacks that miss you, inflict cripple
Internal Cooldown: 6 seconds
Cripple ( 3 seconds)
Major Master MID:
Gain Protection, when you reach 12 stacks Ignis Fatuus
Internal Cooldown: 20 seconds
Protection (4 seconds)
Major Master DOWN: Rewarding Deception
When you use Manipulation skills, your next attack leeches health
Leech: 500
Minor Grandmaster: Known Plight
Incoming Slow gets halfed in duration, Blind has half effectiveness (50% chance to miss), Weakness doesnt affect endurance regeneration
Major Grandmaster UP: Degenerating Impact
Remove a boon when you hit a foe that has 3 or more of the following conditions: Slow, Blind, Weakness, Vulnerability
Internal Cooldown: 9 seconds
Major Grandmaster MID: Loosing Hope
Foes that attack you with 4 or more conditions get slowed
Internal Cooldown: 6 seconds
Slow (4 seconds)
Major Grandmaster DOWN: Blind Rage
Whenever you blind a foe, gain Fury
Internal Cooldown: 8 seconds
Fury (4 seconds)
I always thought about a good debuffer in GW2 and i thought i´d give it a go.
Im sure numbers/cooldowns etc have to be tweaked a lot, i dont wont to release another overpowered spec into this game, but more ppl are better in seeing potential overpowered and underpowered traits/skills/etc.
UP trait line should be supportive, MID defensive and DOWN offensive
@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.
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
Blood Slash – Steal X health>Blood Rend **– Steal X Health.>Blood Reave** – Steal X Damage. Vulnerability x3 (5s)
Vampiric Bite – Deals X Damage. Steal Health if target is below 50% [10s Recharge]
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:
Bloody Massacre – Critical Hits on a foe cause an explosion that inflicts bleeding on nearby foes.
Blood Bond – Striking a bleeding foes increases your critical hit chance.
Blood Thirsty – Blood Rage automatically activates if your health drops below 10%.
Master:
Vampiric Bite – Sword Skills have reduced recharge. Steal health (5%) on a Critical Hit.
Dark Pact – Incoming disables are sent back to the source. Inflict bleeding on the source.
Predatory Instincts – Gain Super Speed (5s) when activating Blood Rage.
Grandmaster:
Order of the Vampire – When you steal or siphon health, allies in range (900) are also healed.
Masochism – Increased damage (10%) as long as you are suffering from a movement-impairing condition.
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 .-.
we want to be strong and cool at same time like other classes let us be bro
@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.
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
Blood Slash – Steal X health>Blood Rend **– Steal X Health.>Blood Reave** – Steal X Damage. Vulnerability x3 (5s)
Vampiric Bite – Deals X Damage. Steal Health if target is below 50% [10s Recharge]
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:
Bloody Massacre – Critical Hits on a foe cause an explosion that inflicts bleeding on nearby foes.
Blood Bond – Striking a bleeding foes increases your critical hit chance.
Blood Thirsty – Blood Rage automatically activates if your health drops below 10%.
Master:
Vampiric Bite – Sword Skills have reduced recharge. Steal health (5%) on a Critical Hit.
Dark Pact – Incoming disables are sent back to the source. Inflict bleeding on the source.
Predatory Instincts – Gain Super Speed (5s) when activating Blood Rage.
Grandmaster:
Order of the Vampire – When you steal or siphon health, allies in range (900) are also healed.
Masochism – Increased damage (10%) as long as you are suffering from a movement-impairing condition.
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 .-.
we want to be strong and cool at same time like other classes let us be bro
Weapon skills
Wraped Shout : You and all of your illusions and phantasms gain boons (superspeed, fury, might, retaliation) for a period of time.
Army of Replicas : Blowing your warhorn summons 5 illusions with fury to attack your opponent. Army of Replicas will also replace your active illusions with new ones causing the old ones to shatter at their locations damaging opponents.
Warhorn also amplifies your 3 skill depending the weapon you have on main hand.
Sword: Now spawns 2 clones to your target. Pressing it again will make you swap positions with your clone immobilizing your opponent (holds 2 charges, once for every clone spawned).
Scepter: Confusing Images now channel 2 extra beams. The 2 extra beams will target different enemies. If there are 2 enemies, then 2 beams will target the main foe and the third will target the other one. If there is only 1 enemy then all of them will target him.
Elite: Portals of Doom
3 portals open around your target. 2 hallucinations come out from the 2 portals on the side attacking your foe while dazing him. Then from the middle one a stronger hallucination critically attacks your target while transfering health from your opponent to you. The hallucinations have the appearance of your foe and dont take damage.
F1 changes: No change special mechanism: Shadow form: the shadow cannot enter stealth, instead whenever it should be stealthed it enter shadow form. Lose access to stealth attack. Shadow form is not affected by reveal however, it retain all traits effect related to stealth. Weapon: focus Weapon skills:
4: Shadow guard, grant you and nearby allies protection and aegis.
5: Overflowing Shadows, for 5 seconds you are in shadow form and are surrounded by a dark field that move alongside you and weaken foes that step into it.
dagger#3: shadow bind, pin a dagger into your foe's shadow, immobilizing it.
sword#3: Shadow slash, hurl an unblockable slash at your foe.
pistol#3: shadow bolt, fling a round of shadow ammo to your foe.
Skill category unlocked: well or consecration Utility/Elite:
A set of aoe utility skills that lay dark fields.
Traits:
Minor: 1st become a shadow!
2nd Being in shadow form while down revive you for a %age of your life every seconds.
3rd Whenever you are in a dark field you have the revealed debuff.
Shadow form line
Up: Impairing movement conditions have reduce duration on you when you are in shadow form
2nd gain vitality while wielding a focus, gain vitality based on a portion of your power (10%)
3rd You gain 50% critical hit chance while in shadow form
Dark fields line
Mid: Well/consecration last longer and have a shorter CD.
2nd standing in a dark field grant you a charge of evasion that allow you to evade automatically the next incoming hit. ICD 4 seconds
3rd Combos in dark fields are 50% more effective.
Reveal line
Bot: reveal last twice as long on you.
2nd Whenever you are revealed, gain ferocity.
3rd Your dark fields reveal stealthed foes that step into them.
Role: This is a tanky line whose goal is to transform you into a thief that hunt thieves. The shadows have no secrets for you and you rule over the darkness.
The Corsair is a Warrior who has learned the ways of naval warfare from the epitome Corsairs of Elona and Lion's Arch. Taking the skills and values of seafaring privateers, scoundrels and buccaneers with them even onto land, the Corsair has learned several harsh lessons about the world. Everything changes on a whim, you can never trust what your eyes can see and fair play is for fairy tales. Misfortune befalls everyone, and only those ready and willing to meet it will walk away alive in the end.
The Corsair can be seen as a Warrior's take on Thief. It adopts a versatile and deceptive fighting style, but retains the heavy-armored fighter's penchant for being in their opponent's face, though that doesn't stop them from landing the occasional cheap shot when the opponent isn't looking. The Corsair is a Direct Damage Burst profession that gains access to a huge arsenal of weapon skills to choose from with their two Combat Forms. While fighting, the Corsair accumulates Pieces o' Eight, empowering themselves further with each weapon skill used. They build around swapping weapons and forms often, having several tricks and traits for renewing their cooldowns in order to lay the hurt on enemies. Corsair synergizes greatly with Discipline and Adrenaline-dependant traits, but can also work as an alternative to the former trait-line.
Mechanic: Duelist and Skirmisher Forms; Pieces o’ Eight
The Corsair has adapted to naval warfare, where you at one point might find yourself fighting on deck surrounded by enemies, while before you know it find yourself below deck in cramped spaces with barely enough room to swing a blade. In order to thrive and survive this environment, the Corsair has gone the extra mile to learn not one, but two different fighting styles with each Main-hand weapon.
Pressing F2 in combat swaps Combat Forms between Duelist and Skirmisher Form, each changing the 3 first Weapon skills on the Main-hand or Two-handed weapon. Each weapon defaults to one or the other as its original set of skills. Duelist weapon skills focus around fighting a single, powerful enemy. Skirmisher focuses on fighting against many opponents simultaneously.
Standard Sword, Mace, Rifle and Harpoon Gun are considered Duelist Forms. When in Duelist Form, their basic Weapon Skills are in effect.
Standard Axe, Greatsword, Hammer, Longbow and Spear are considered Skirmisher Forms. When in Skirmisher Form, their basic Weapon Skills are in effect.
Aside from this, the Corsair amasses a stacking buff called Pieces o’ Eight whenever they strike an enemy with a Weapon Skill with a Cooldown attached to it. Each stack of this buff increases their Damage by 2% for 8s and naturally stacks to 8. After you gain a full Stack of Pieces o’ Eight, you cannot gain anymore stacks until the buff’s duration is up.
New Duelist Forms
Axe
Hatchet Man - Throw a deceptively quick Axe at the target Enemy, inflicting Vulnerability on them. This skill gains increased Adrenaline from Critical Hits.
Helm Splitter - Leap with abandon at your target and strike down with a Skull-splitting Attack that deals increased Damage for each stack of Vulnerability on the target. Acts as a Leap Finisher.
Bolstering Blockade - Channel, blocking incoming attacks while pulsing Might to yourself. If attacked, you throw an Axe at the aggressor that will Daze and Cripple them if it connects. Acts as a Projectile Finisher.
Greatsword
Thrust Kick -> Pommel Strike -> Descending Blow - Leap a short distance at your target with a quick kick, follow up with a pommel strike that causes Vulnerability and finish off with a brutal downwards cut.
Strikethrough - Dart forwards with a powerful stab that pierces through enemies on the way to your target. Enemies you strike are Crippled.
Execution - Launch a powerful, horizontal swing that deals increased damage when hitting only a single target.
Hammer
Punt -> Dent -> Uppercut - Weaker but Faster than Skirmisher Form, the chain causes Vulnerability on the first strike, Vulnerability and Weakness on the second strike and finally Vulnerability and Confusion on the final attack.
Concussion - Bash your target with your hammer's pommel, causing Confusion and Interrupting them if they were using a skill.
Wild Swing - Gain Stability and Leap at your target in a wild, arcing Swing that Launches them backwards if they’re already affected by a Control effect. Acts as a Leap Finisher.
Longbow
Needle Arrow - Fire a quick, low-damage arrow that causes Bleeding. Has increased Critical Hit chance and stacks extra Bleeding on Critical Hits.
Serrated Cluster - Fire a cluster of 5 arrows at a single target that Each cause Bleeding for a short time. Acts as a Projectile Finisher (20%).
Searing Arrow - Fire a piercing, high velocity Arrow that Burns and Cripples enemies it passes through. Acts as a Projectile Finisher.
Spear
Spear Toss - Hurl your spear at your Target, Crippling them.
Darting Impale - Dart at your target at high speed, Striking them with a high-powered attack that deals increased damage the further away you charge from.
Finishing Blow - Spin around and strike your target with a massive attack that deals increased damage if they’re below 50% HP.
New Skirmisher Forms
Sword
Wide Cut -> Wounding Cut -> Bloodletter - Deals more direct damage than Duelist Form but doesn't stack Bleeding on the first and second strike. The final strike pierces through up to 5 enemies, causing both Bleeding and Vulnerability.
Crippling Arc - Spin around and strike up to 5 enemies around you, Crippling all enemies struck while evading attacks.
Falcon Slash - Leap in the target direction, striking enemies in your path. After a short delay, all struck enemies suffer a second, unblockable strike that severely Bleeds them. Acts as a Leap Finisher.
Mace
Sweeping Bash -> Sweeping Smash -> Ground Pound - Faster than Duelist Form, these sweeping blows quickly strike enemies, with the Last one striking the ground and sending Debris flying, hitting up to 5 nearby enemies twice and Bleeding them.
Crackdown - Leap at the target area and smash down with your mace, striking all enemies within and Crippling them. Acts as a Leap Finisher.
Fierce Challenge - Release a fierce war cry that Weakens and Taunts all nearby enemies.
Rifle
Ricochet Shot - Fire a Bullet that ricochets between enemies, causing Vulnerability in all struck.
Explosive Shot - Fire an explosive Bullet at your target that Damages all nearby enemies. Acts as a Blast Finisher.
Smoke Dud - Fire a Smoke dud at the target area that Blinds enemies within while Destroying Projectiles. Acts as a Smoke Field.
Harpoon Gun
Heavy Harpoon - Fire Piercing projectiles at enemies that Bleed targets they pass through.
Trick Harpoon - Fire a Harpoon into your target that splits on Impact, bouncing between enemies and Crippling them.
Clearing Tide - Spin around, Weakening and Knocking Back nearby enemies.
Weapon: Main- and Offhand Pistol
The Corsair's weapon of choice is, no surprises, a pair of good Pistols. Due to their new mechanic of swapping forms mid-combat, their Pistols serve both as a medium-long range Single Target weapon and a Close-quarter AoE weapon, while the Off-hand Pistol gives them access to offensive CC and AoE Damage. The Pistols' greatest strength is the versatility they offer.
Main Hand: Duelist Form
Quick Trigger - Fire quick bullets at your target that make them Vulnerable on impact. Damage increases with distance. Acts as a Projectile Finisher (20%).
Disarming Shot - Slow your target with a quick shot to their weapon hand. Acts as a Projectile Finisher.
Crown Shot - Take aim at your target and fire a High Damage Shot. Deals more damage on a Critical Hit. Acts as a Projectile Finisher.
Main Hand: Skirmisher Form
Close Quarter -> Repelling Shot -> Point Blank Shot - Pistol whip targets in front of you while simultaneously firing your pistol. The Final shot unloads a powerful shot that Pierces enemies and deals increased Damage the closer they are. Final Shot acts as a Projectile Finisher.
Fan the Hammer - Unload your pistol into enemies in a cone in front of you, Weakening all enemies struck.
Lead Tempest - Spin around, unloading your gun all around you to Damage and Cripple nearby enemies. Acts as a Whirl Finisher.
Off-hand
Magnum Caliber - Charge an incredibly powerful Shot that will also Knock Back enemies within the range threshold. Acts as a Blast Finisher.
Bullet Hell - Fire several Bullets to ricochet across the target area, continuously striking enemies within.
Burst Skill
Trick Shooter - Fire a quick, Unblockable bullet that bounces between enemies, Interrupting their actions and Crippling them. Damage and Cripple Duration increases with Adrenaline level.
Utility Skills: Tricks
If there is one important life lesson that the Corsair has taken to heart, it's this: You can either fight fair, or you can fight to win
Most of the Corsair's tricks focus around hidden weapons or sudden, unexpected maneuvers to catch the opponent off-gaurd. Used when the enemy last suspects them, Trick skills can be used to completely overwhelm their defences or turn the tables on them when they grow careless.
Adrenaline Rush - Healing Skill. Start regenerating Health and Endurance while gaining Adrenaline on an interval. Lose a Condition with each Pulse when you have Full Adrenaline and an Additional Condition if you also have full Endurance.
Combat Roll - Rolls forwards, Evading attack while removing Movement-impairing Conditions and gaining 20 strikes of Adrenaline.
Holdout Dagger - Quickly Stab your target with a hidden dagger. Always causes Bleeding (2 stacks, 5s) and Vulnerability (10 stacks, 5s). If your target is below 66% HP, this ability additionally inflicts Weakness (5s) and Cripple (5s). If they're below 33% HP, it additionally inflicts Immobilize (2s) and Slow (2s). This skill instantly regenerates a charge when you kill a foe. Uses Ammo. Ammo: 2.
Bottle o’ Pick-me-up -> Bottle o’ Put-you-down - Down a little something to remove up to 5 Conditions, gaining Stability (1 stack, 5s) for each Condition removed. Activate again to throw the bottle at the target area, creating a Fire Field that Burns (1 stack, 4s) enemies within. Duration: 4s.
Cat o’ Nine Tails - Draw forth a Whip to Stun your primary target and Daze enemies around them with a sonic boom. Unblockable. Acts as a Blast Finisher. Uses Ammo. Ammo: 2.
Second Wind - Elite Skill. Instantly refresh the recharge on Weapon Skills and Form Swap. Uses Ammo. Ammo: 2.
Specialization Line
Minor Adept: Swashbuckler - Gain access to Duelist and Skirmisher Forms, Pieces o’ Eight mechanic and Trick Utility Skills.
Adept: Pistolier - Pistol Skills deal 7% more Damage and gain a chance to inflict Bleeding (1 stack, 3s) on Critical Hits and recharge 20% faster. Trigger Chance: 50%.
Adept: All that Glimmers - You gain Might (1 stack, 6s) when you gain a stack of Pieces o’ Eight.
Adept: Combat Specialist - Attacks against a single target while in Duelist Form stacks extra Adrenaline. Attacks against multiple targets while in Skirmisher Form stacks extra Adrenaline. Adrenaline gain: 1.
Minor Master: On the Account - Swapping Weapon or Forms now grants you Quickness (2s) and refreshes the duration of all your Pieces o’ Eight stacks. ICD: 9s.
Master: Man o’ War - Hitting a target with a Burst Skill partially refreshes the Cooldown on Weapon Swap. Stage 1: 2s refresh. Stage 2: 4s refresh. Stage 3: 6s refresh.
Master: Fiddler’s Green - When you activate a Trick skill, you gain 1 stack of Pieces o’ Eight. Trick skills recharge 33% Faster while you have a full stack of Pieces o’ Eight.
Master: Sea Legs - Your next attack after swapping Forms inflicts Vulnerability (5 stacks, 5s) and grants you Swiftness (3s). Form Swap recharges 33% faster.
Minor Grandmaster: Black Spot - Deal 10% more Damage and gain extra Adrenaline while Flanking. Adrenaline: 1. ICD on Adrenaline gain: 1s.
Grandmaster: All Hands on Deck - Activate Lesser Second Wind when you strike an enemy below the Health Threshold with a Burst Skill, refreshing your Weapon Skills and Form Swap. Threshold: 50%. ICD: 45s.
Grandmaster: Dead Man’s Chest - The max stack of Pieces o’ Eight increases to 13. Pieces o’ Eight now grants Half its bonuses to all nearby Allies. Radius: 360.
Grandmaster: Master-at-Arms - While in Duelist Form, consecutive attacks against the same target stack a Debuff that reduces their Damage and Damage resistance by 2% per stack and stacks to 5 for 5s. While in Skirmisher Form you deal 3% more damage and take 3% less Damage for each enemy within the range threshold. Threshold: 360. Maximum number of target: 5.
F1 changes: Warlock sorcery: gain a spellset with life force costs that count as being in shroud but without the protection of the shroud.
AA: shot a bolt that explode on hit (no LF cost)
2: Port to the selected area. (LF: 1935, CD 8 seconds)
3: Fear selected foes and adjacent foes (LF: 3685; CD 15 seconds)
4: Create a dark storm in the designated area (LF: 4606, CD 25 seconds)
5: Instantly shield you with life force gaining barrier every seconds for 5 seconds (LF: 4606, CD 30 seconds) special mechanism: F2: Upkeep skill (4% LF/s, for the duration of the skill your LF is drained and you release an aura that reduce adjacent foes toughness.
Weapon: shield Weapon skills:
4: Blast the area, dealing damage around you
5: Shield yourself in a cloud of darkness that destroy projectile and blind foes aroud you.
Sacrificial Dagger: Draw blood from you and nearby foes (3), healing you for base value and more for each foe struck.
Axe of ruin: Weaken yourself and nearby foes (3) and corrupt 2 boons and 1 more boon per foes struck on your targeted foe.
Scepter of profanation: Inflict vulnerability to you and foes (3) around you create an area that weaken foes, pulse 2 time and 1 time per foe struck initially.
Warhorn of calamity: inflict poison to you and foes (3) around you, your target is afflicted by 5 torment and 2 per foe struck.
Shield of nihilism: Blind yourself and nearby foes (3), summoning a black fog that grant a small barrier every seconds to allies affected. Last 2 second and 1 second per foes struck.
Traits:
Minor: 1st become a warlock
2nd Using life force drain life around you.
3rd Gain life every second when F2 is active.
F2 line
Up: F2 also reduce you foes power.
2nd You gain might whenever you hit a foe affected by F2.
3rd You gain 2% life force whenever a foe affected by F2 hit you. (ICD 1 seconds)
Warlock sorcery's line
Mid: Gain frost aura upon entering warlock sorcery.
2nd Spirit weapon hit 2 more foes on cast, warlock sorcery's skill 2 cast scepter of profanation at the same time.
3rd You deal 20% more damage when you are using warlock sorcery.
Blind line
Bot: When you health drop under the treshold, use shield5. Shield skills recharge faster.
2nd Fearing a foe also blind it
3rd Blind don't wear down when you miss an attack. When you miss a hit due to blind, strike foes aroud you.
I don't think this is a place to react to the suggestions (I like reading them all btw ) but I think it's a really cool concept and would surely need some balancing
I wanted to add, that I can totally see this as a e-spec for our mist-travelling revenant with daggers (stealing nice necro-ideas since mallyx^^) but all this mist walking and stuff would fit. Daggers would also underline your "needle" and weak spot theme for the farseer ... we just have to find a fitting legend..maybe a norn shaman? or a necro? )
The shadowcaster is a Thief who has gone down a studious route, focusing their effort on mastering the arcane aspects of their chosen profession, namely Shadow Arts. Unlike common thieves, the Shadowcaster has learned how to completely manipulate shadows and darkness, capable of solidifying the darkness within to turn into weapons and even transform their own shadow into a powerful companion.
The Shadowcaster introduces an Caster-inspired playstyle to Thieves focused around High Condition DPS, Debilitating Conditions and Life-stealing, while also gaining access to Fear through their Shadow Companion. It's primarily focused to consistently use Initiative to rain attacks at enemies from medium-range as opposed to the typical Hit-and-run playstyle of Thieves or the Dodge sustain of Daredevil, but isn't as stationary as Deadeye in return for having less immediate impact. It could be considered a Thief's take on Necromancer.
Mechanic: Shadow Companion, Shadow Play Skills
The Shadowcaster's mastery over shadow arts took an interesting turn when they learned to manifest their Shadow Companions. Drawing upon shadows and infusing them with malicious intent, the Shadowcaster creates an eldritch being made from shadows alone to Haunt a single enemy target. Shadow Companions look similar to Shadow Behemoths, just much smaller in scale.
The Shadowcaster replaces their F1 skill Steal with a new ability called Play, which marks a single enemy as their Shadow Companion's Playmate. Once marked, the Shadow Companion will reside within their shadow, marking them by making the target's Shadow darker and granting it a permanent, twisted grin as a tell. Every 5s, the Shadow Companion will appear from the Shadow to attack the marked target, dealing Damage to them. The Shadow Companion cannot be targeted by skills nor does it take any damage from attacks. Activating Play counts as activating Steal and triggers any traits relating to the F1 skill.
Once a target has been marked, the Shadowcaster gains access to an array of new F2-F5 skills. However, like Stolen Skills, each of these abilities can only be used Once until Play is recast. Improvisation lets the Shadowcaster use each of these flip-over skills Twice, with the exception of F5. All of these skills are instant cast.
F2: Rake - Manifest your Shadow Companion to strike its target 3 times in quick succession, each hit inflicting Bleeding on them.
F3: Screech - Manifest your Shadow Companion to sound a fearsome shriek, Fearing and Crippling your target.
F4: Lift - Manifest your Shadow Companion to strike upwards with its claws, Launching its target into the Air.
F5: Rest - Recall your Shadow Companion, Stealing Health from the target and reducing the Cooldown on Play by a short amount.
Weapon: Scepter Main-hand
The Scepter is a weapon designed for both long- and medium-ranged combat. The First Weapon skill has a 1200 range on it, but subsequential skills only has a 900 range. This allows the Shadowcaster to engage and kite enemies at a long range, but requires some level of proximity to lay down their remaining skills. The Scepter is an AoE-focused Condition Damage Weapon, primarily focused around Bleeding and Torment, as well as Life-stealing for sustain.
Stealth Skill: Envenom - Stack great amounts of Poison on your target while simultaneously Stealing Health from them.
Shadow Spike - Fire a spike of solid shadows at your target, Bleeding them on impact. If the enemy has Conditions over the threshold, create a Pulse around them that Stacks Torment on nearby enemies. Condition Threshold: 4. Acts as a Projectile Finisher (20%).
Shadow Thorn - Fire a second spike of solid shadows at your target, Bleeding them on impact. If the enemy has Conditions over the threshold, create a Pulse around them that Stacks Torment on nearby enemies. Condition Threshold: 4. Acts as a Projectile Finisher (20%).
Black Burst - Fire an orb of Shadow Magic at your target that Damages enemies it passes through. When it reaches your target, it Bursts and causes Torment on all nearby enemies. Acts as a Projectile Finisher.
Quagmire - Create a pool of swirling Shadows at the target Area, Damaging enemies and Stealing health from them with each pulse. Acts as a Dark Field. Initiative Cost: 3.
Dual Wield Dagger: Shadow Blades - Channeled Skill. Blades made from shadow to cascade up at the target area, Pulsing Bleeding and Cripple to enemies within constantly for the duration of the channel. Initiative Cost: 3.
Dual Wield Pistol: Spiral Bullet - Fire a slow-moving, spinning bullet that pierces through enemies, striking them several times and activating combo field effects. Unblockable. Combo Finisher: Projectile. Initiative Cost: 4.
Utility Skills: Shouts
Though they're technically shouts from a mechanical standpoint, the Shadowcaster's subletly and favor of stealth doesn't lend itself well to loud call-outs. Instead, Shadowcaster shouts are more akin to whispers in the dark, used as a focal point of their magic to command the shadows of the surrounding terrain and sometimes, even those of the enemy. Unlike other Profession Shouts, Shadowcaster shouts are mostly Targeted skills with a range of 600, though they remain instant cast for the most part.
Shadows must usually move as their owners command them... but what if the opposite were to be true as well? This is the foundation of a Shadowcaster's magic.
"Restore" - Healing Skill. Heal yourself and Steal shadows from enemies at the targer area to restore your own, Bleeding enemies struck and stealing Health from them. Removes 1 Condition for each struck enemy.
"Shackle" - Command shadows at the target area to twist around enemies’ bodies, Immobilizing and Slowing them. Enemies that are Immobilized take continuous damage.
"Silence" - Command shadows at the target area to rise and silence their owners. Enemies become Mobile Dark Fields that constantly pulse a Daze effect on them for a short time.
"Betray" - Command the shadows of enemies at the target area to transform into sharp spikes that shoot up and pierce them; Damaging, Bleeding and Crippling them.
"Scatter" - Command nearby Shadows to scatter away from you and pull their owners with them, Breaking Stun for you and Knocking Back enemies around you. Enemies struck are Weakened.
"Dance!" - Elite Skill. Channeled Skill. Control the shadows of enemies at the target area like puppets, forcing them to dance and move as you please. Enemies caught within constantly pulse a Stun effect, along with Torment and Vulnerability. Defiant enemies will instead take constant Defiance Bar Damage, while still stacking Torment and Vulnerability with each pulse.
Specialization Line
The Specialization line are designed around 3 major paths: The first middle focuses around strengthening your newfound Shadow Companion, the lower focuses heavily on Sustain and Stealth, while the upper path primarily focuses on enhancing their Condition Damage and Attrition.
Minor Adept: Shadow Adept - Steal is replaced with Play, and you gain access to the Shadow Companion, Shadow Play skills and Shouts.
Wounding Vulnerability - Cause Vulnerability (1 stack, 4s) when you stack Bleeding on a target over the threshold. Threshold: 6 stacks.
Playtime - Your Shadow Companion will Attack more frequently and deals 10% more Damage. Frequency increase: 20%.
Ravenous Wand - Healing from Health Stealing effects is increased by 20%. Gain 120 Vitality while wielding a Scepter.
Minor Master: Rough Play - Your Shadow Companion steals Health from enemies it strikes and transfers it to you with each attack.
Malicious Revelry - You gain 5% of Power and Precision as Expertize.
Dark Passenger - Activating Rest will now Break Stun and Shadowstep you to the target of your Shadow Companion.
Whispers in the Dark - Shout Skills recharge 20% faster. Shout Skills deal 20% more Damage when cast from Stealth, and Damage from Shout skills no longer break Stealth Effects.
Minor Grandmaster: Stolen Life - You deal an additional 2% Condition Damage for each unique Condition on your target. Steal Health from an enemy when you stack a Damaging Condition on them.
Fear of the Dark - Combo Finishers in Dark Fields cause Torment (1 stack, 4s) on all affected Enemies.
Master of Puppets - Play gains 2 additional Ammo charges. You can now have 3 Shadow Companions active at once, but only 1 per target. Rake now hits 5 times instead of 3 and Cleaves, hitting 3 targets around its main target. Radius: 130.
Hide and Seek - Dodge Rolling grants you Stealth (1s). You take 33% less Condition Damage while in Stealth.
I must admit, I kind of like the Shadowcaster.
Haven't thought that either I myself, or somebody else could ever come up with a good Thief Spec Concept, that actually fits for a Thief using a Scepter, which feels like the Thief actualyl really beign more magical and like a Spellcaster that makes usage of Shadow/Dark Magic.
I like the combonation of basically the merging Concepts of a Shadowmancer, Puppet Play/Shadow Play and the Thieves' gameplay Elements, giving this way really the thief some kind of build concept, that would work well as a dark spellcaster, who is in control not only of its own shadow, but also forcefully controls the shadows of its enemies and plays with them, like puppets : D Gives this whole concept also some note of Voodo Magic lol xD
But I think the concept would be slightly better and more build diversive, by using the Focus, not the Scepter, cause Focus would allow 1 more Weapon Combination with the Mainhand Weapon, lettign the Mainhand Weapon in this case change the two Focus Skills, so that the Focus can have in this case for us not only 2, but 6 different Skills with 3 different Stealth Skills based on what Weapon is used in Mainhand together with the Focus.
Dagger/Focus = Shadow Thorn & Black Burst (sounds better than repeating too often a same word, in this case Shadow, Shadow, this, Shadow that, you know)
Pistol Focus = Spiral Bullet & Phantom Shot
Sword/Focus = Shadow Blades & Dark Replay
I've still also to complete my Summoner, that concept with its gameplay concept is such a behemoth ^^ but it would provide us in the end the most awesme possible summining class that would potentialyl be posisble, by combining the elementalists atunement system with the kit gameplay of the Engineer to let the Summoner have a really big repertoire of creatures to summon and its unique feature of Elemental Avatars for sacrifincingyour Servants , feels like beign the top of the iceberg lol
Feel like Ive presented so far like only 50% of that concept here xD cause have done so far only the Weapon Skills, Healing and Utility Skills mostly.
Still have to write up the Elite Skills, Traits and the Evelental Avatar gameplay to finish my Summoner
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.
Elite Name: Nexus Profession: Warrior Weapon unlocked: Shield (Main-hand) Weapon Skill: 1: Bashing cycle- ended with healing burst Weapon Skill: 2: Shield throwing bumerang-style Weapon Skill 3: Raising forcefield on front Skill Category unlocked: Consecration Healing Skill: Form area which gives Lifesteal for allies. Attacks inflicted by them heals you Utility Skill 1: 1#Raise pillar pulsing regeneration and protection. Health of pillar scales with Vitality
2#Detonate pillar and cleanse conditions from Allies Utility Skill 2: 1#Raise pillar which stealth allies and taunts enemies around it. Health of pillar scales with Vitality
2#Detonate pillar and aplly weakness to Enemies Utility Skill 3: 1#Raise pillar which passively damage foes. Damage scales with Vitality
2#Detonate pillar and stun enemies around it Utility Skill 4: 1# Raise Pillar which launches foes and heals Allies. Elite: Create area which absorbs damage taken by your allies and redirects it to you. Gain Resistance and Greater Protection on Cast Traits: Path focused on Pillars, Path focused on buffing linked Friend to Extreme and Bunker Path. F1 changes: 1# Link with ally absorbing portion of damage he takes and give him 5% of your atribbutes. Gain Adrealine every times ally strikes or takes damage. (3 Bars)
2# Heal linked ally and grant him 50% of your Vitality as bonus damage on next few hits. Role: Bunker/Support Mechanics: Focused on helping others, tanking, buffing and healing Others: Dodging replaced with close range teleport which cleanses conditions and heals allies at target zone. Only one bar.
I did, initially, plan for Focus to be the centerpiece of the Espec because as Orpheal said it'd result in more combinations than Scepter. However, after some deliberation, I came to the conclusion that the main-hand weapon is generally more decisive when it comes to creating a new playstyle, and as my intent with the Shadowcaster was to move the Thief to a more traditional caster-style profession, Scepter eventually won out both conceptually and mechanically.
Speaking of casters, it's about time I got down to another one of those:
Mesmer - Esper
Theme and Role
The Esper is a Mesmer that has retreated back to the old roots of their magical arts, studying archaic practices about mind locking and mental projection that fell out of favor for Clones and Phantasms. Mixing the faded glory of past magic with the daredevil trailblazing of newfound magical approaches, the Esper turns their mental magic inwards on themselves instead of their opponents, strengthening their minds to the point where they become weapons in their own rights.
The Esper is a Power DPS, spike and lockdown spec that primarily focuses on dealing high damage to enemies that leave themselves open or that cluster together carelessly. It builds further on themes of domination and mind manipulation seen primarily in Mesmer's repertoire of stuns and dazes, working further to enhance their ability to capitalize on openings in the enemy's defense. Its design centers around Shatter skills in order to gain access to powerful Blade Command skills, and then cycling between their uses and Phantasm uptime through traits.
Mechanic: Psionic Blades and Blade Command Skills
The Esper creates powerful Psionic Blades from pure ether using only the powers of their mind, however to create these they first need a mold. These molds are their clones and phantasms, or rather the shattered remains of them once the Esper has initiated a Shatter skill.
For each Clone or Phantasm shattered, including themselves, the Esper creates 1 illusionary blade that hovers behind their back. Once 4 of these blades have been created, such as from a Full 3-clone Shatter, Their Shatter skills flip over into Blade Commands which consumes your blades in order to cause a devastating attack.
Impalement - Replaces Mind Wrack. Send your blades to Impale a single target, dealing massive Damage to and Immobilizing them.
Rain of Blades - Replaces Cry of Frustration. Multiply your blades and send them raining down from the sky around you, pulsing damage, Cripple and Bleeding to nearby foes.
Psionic Cascade - Replaces Diversion. Send your blades into the ground and strike enemies in a cone in front of you from below, creating waves of cascading blades that Knocks Back enemies.
Mental Fortress - Replaces Distortion. Send your blades to spin viciously around yourself, Destroying Projectiles and pulsing heavy damage to nearby enemies over a duration.
Each Blade Command has its own unique Cooldown, however there is no internal cooldown on gaining Psionic Blades through shattering. The Esper can still summon Illusions while they have their Blade Command skills flipped over, however until they activate a Blade Command skill they won't regain access to their Shatter skills.
Weapon: Shortbow
The Esper's shortbow is a trickster's weapon, playing as many mind games with your opponent's expectations as the Esper's power themselves. The Shortbow is a melee-focused weapon in their hands, having only supplementary ranged attacks primarily used to poke enemies or scale the distance between the Esper and the enemy.
Illusionary Shot - Fire an illusionary arrow at the enemy that stops upon impact, remaining suspended in the air for a short time or until the enemy bumps into it again, upon which it shatters and causes additional Damage. This skill activates if the Esper's target is more than 130 units away, or they have no target.
Mind Slicer - If the enemy is within 130 units when Weapon Skill 1 is used, the Esper conjures forth an Illusionary blade to cleave nearby enemies with. These blades deal more damage to enemies not using a skill.
Mind Cutter - Cuts the enemies once again with the illusionary blade, dealing increased damage if the enemy isn't using a skill.
Thought Sever - Nocks the illusionary blade like an Arrow and fires it at the enemy. Upon hit, the blade Shatters and forms into several tiny spikes that home in on the primary target, striking them a second time after a short delay and removing a Boon.
Double Entandré - Clone. Fire a quick arrow at your target, Teleporting yourself to their position and leaving behind a Clone that uses Illusionary Shot.
Temporal Shot - Fire a slow-moving arrow surrounded by a psionic field that freezes in place in front of you, Pulsing damage and Slow to nearby enemies. If the arrow hits all 5 hits on enemies, it explodes and greatly damages nearby enemies while leaving them Vulnerable. Acts as a Blast Finisher.
Phantasmal Knight - Phantasm. Fire a Piercing arrow that Interrupts enemies it strikes, summoning a Phantasmal Knight at your target's position that attacks them with a Flurry of Sword strikes, rapidly stacking Vulnerability. If this skill interrupts an enemy, gain access to Mirror Shot.
Mirror Shot - Phantasm. Conjure an Unblockable, Piercing arrows to strike your target from behind as it flies back to you, summoning a Phantasmal Knight at your target's position.
Illusionary Web - Fire a spread of 5 arrows connected by ethereal Webbing, Immobilizing all enemies struck.
Trickster's Bounty - Pull enemies caught in your Illusionary Web towards yourself, stealing 1 Boon from each enemy struck.
Utility Skills: Cantrips
While the Elementalist's Cantrips were primarily designed as a last line of defense, the Esper's Cantrips are designed to be supplementary offensive skills used to set up combos, lock down enemies with sudden Disabling effects or punish careless enemies with quick counterspells. Thematically, Esper cantrips are designed around psionic abilities, such as telekinesis.
Mental Leech - Healing Skill. Heal yourself and leech mental energy from nearby enemies, Stealing 1 Boon from each enemy and healing yourself additionally for each Boon Stolen.
Telekinetic Wave - Send a surge of telekinetic energy forwards, Reflecting Projectiles back at enemies and Launching all targets caught in the cascading wave.
Mind Break - Let loose a massive surge of mental energy around you, Stunning all nearby enemies while Breaking Stun for yourself and nearby Allies. Acts as a Blast Finisher.
Shadow of Doubt - Fire out projectiles around you that latch onto enemies, causing them to pulse Slow and Weakness constantly until they successfully strike an enemy with an attack.
Psionic Maelstrom - Create a massive, telekinetic force at your Position that Pulls nearby enemies into it, before collapsing and Dazing them.
Mental Storm - Elite Skill. Create a storm of psionic energies around yourself, constantly pulsing a short-duration Daze enemies around you while becoming a mobile Ethereal Field. Enemies that are Interrupted by your Mental Storm take Damage and lose a Boon per instance.
Specialization Line
Minor Adept: Psionic Architect - Gain access to Psionic Blades, Blade Commands and Cantrips.
Mind's Eye - Disabling an enemy Reveals them (2s).
Mindful Reinforcement - You take 3% less Damage for each Psionic Blade you've created.
Trickster's Treat - While wielding a Shortbow, you deal 10% more damage to enemies within the threshold. Shortbow skills recharge 20% faster. Threshold: 240.
Minor Master: Mind over Matter - Might additionally grants you Ferocity as well. Ferocity per Might: 10
Migraine - Enemies you Stun or Daze constant Damage while Disabled. Damage intervall: 1s.
Psychopomp - Blade Command skills gain a 15% bonus to Critical Hit Chance. This bonus is doubled against enemies not using a skill.
Mental Riposte - Cast Lesser Mind Break when you're affected by a Disabling effect. Cantrips recharge 20% faster.
Minor Grandmaster: Psionic Strength - You deal 5% more Damage for a short time whenever you create a Psionic Blade, for each Blade created. Stacks to 4. Duration: 8s.
Splitting Headache - When you Stun a target, enemies around them are Dazed. When you Interrupt an enemy with a Stun or Daze, the duration is increased. Duration Increase: 100%. Radius: 360.
Phantasmal Shadows - Your first Phantasm skill in combat summons 1 additional Phantasm. This resets whenever you activate a Blade Command Skill.
Mind Drain - Whenever you remove Stability with a Disabling effect, gain Stability (1 stack, 5s).
@Theswede I quite like the Esper, that's a pretty good idea you got here. The corsair might be a bit to much to handle for the dev team, it's like 2 new e-spec in just on e-spec. the shadowcaster have some good vibe but I think that anet prefer minions that can be killed to minions that hide in the shadow of their targets.
@Dadnir.5038 The Corsair would definitely be a big undertaking on the dev team's part, given how many new skills it'd need. It'd be like the Weaver in that sense, so I tried to keep the skills it gained relatively simple as a result. Regardless, I do think it needs the addition of Combat Forms, as Pieces o' Eight as a stand-alone isn't really anything to call a new Profession Mechanic.
The reasoning behind my idea of an untargetable minion for the Shadowcaster was because of it's non-omnipresent behavior. While visually and thematically a summoned minion, mechanically it's more akin to a constant DoT that ticks every 5s instead of continuously, with the added (and limited) instances of Spike damage. Might require a look-over, but the companion's damage is primarily designed to be complimentory while passive, the real uses coming from the F2-F5 skills.
The Haunting Shroud engulfs a foe in the Geist's lifeforce, assuring that whatever is done to the Geist, their foe shares the same fate. Depleted lifeforce inflicts a portion of damage upon the haunted foe. Damage done to your lifeforce inflicts greater damage than lifeforce you consume, so it's in your best interest to get hit. It's like a hyper-focused retaliation that directs all incoming damage a single enemy (at a reduced output, not a 1:1 ratio.) Fully traited, the Shroud also greatly affects foes around your target.
Your shroud skills are in your F1-F5, allowing you to use all your skills while Haunting Shroud is active. It still acts as an extra health bar, though perhaps as a percentage reduction for balance's sake (since shroud depletion is now offensive) as opposed to 100% absorbing incoming blows. Either way works, but my assumption for this concept is 100% damage absorption through shroud.
Role:
The gist of the geist (hur hur) is to isolate and harry its target. Shroud skills, utilities, and traits are all designed to keep the Geist on top of its haunted foe while deterring their allies from staying near. The ultimate goal is to give stronger battlefield control in an offensive manner. The Geist has increased DPS specifically against their Haunted foe while still have a solid presence against surrounding enemies. The mantras provide a mix of defensive and mobility options, giving the Geist an "unstoppable horror-movie villain" feel. The haunted foe should feel pretty worried when that shroud settles around them.
The sword is condition-friendly, and the trait trees lean toward either condition damage, support, or defense/CC.
Sword Skills
Sword 1.
1: Ghostly Slash: Slash at your foe, causing vulnerability.
2: Spectral Slash: Slash your foe's spirit, causing confusion.
3: Enervating Thrust: Stab your foe's soul, confusing and chilling them.
Sword 2:
1: Ghastly Strike: Impale your foe with a shadowy blade and suck the life force out of them for the duration of the skill. Range 600. 5 second duration.
2: Soulsucker: Pull your enemy toward you, poisoning them. Range 1200.
Sword 3:
Wraithblade: A spectral sword jets around you, tormenting any foe it passes through. Nearby allies gain might for each foe hit.
Utilities
Mantra of Inevitability : Unyielding. Undying. Unstoppable! Healing
Prepare to heal and siphon life from your Haunted foe. (GM Traited) Regenerates life force while charging the mantra.
Siphon the Soul: Heals for a moderate amount. Steal an extra portion of health from your haunted foe.
Mantra of Shadows : Mystery. Secrecy. Tenacity!
Prepare to dash through the battlefields like a ghost. (GM Traited) Grants stealth while charging the mantra.
Traverse the Shadows: Surge forward a short distance, removing movement-impairing conditions. If foe is haunted, blind them and any foes around them.
Mantra of the Void : Empty. Boundless. Limitless!
Prepare to enter the void and shrug off material concerns. (GM Traited) Reflect projectiles while charging the mantra.
Embrace the Void: Gain protection and stability. If a foe is haunted, daze them. Breaks stun.
Mantra of Whispers : Deceive. Enthrall. Corrupt!
Prepare to refresh yourself by corrupting your foes. (GM Traited) Grants resistance while charging the mantra.
Control the Whispers: Transfer 3 conditions on yourself to nearby enemies and gain regeneration. If foe is haunted, steal 3 boons.
Mantra of the Spectre : Wrack. Vex. Harrow!
Prepare to escape your foes through ghastly mists. (GM Traited) Grants superspeed while charging the mantra.
Become the Spectre: Evade backwards, leaving a trail of spectral mist that poisons and cripples foes. If a foe is haunted, inflict torment on them.
Mantra of Death : Reap. Raze. Ruin! Elite
Prepare to bring death upon your foes as you suck the life from their souls. (GM Traited) Grants alacrity while charging the mantra.
Embrace Death : You and nearby allies gain might and quickness. If a foe is haunted, slow the attacks of them and others in your shroud's radius. Regenerate your lifeforce.
Shroud Skills
F1: Activate Haunting Shroud
Engulf your foe in a shrouded aura. A percentage of depleted lifeforce is redirected to them as damage. Damage inflicted on your lifeforce redirects higher damage than lifeforce expended on your skills. The shroud's radius for secondary effects is 600.
F2: Slayer's Gate
Shadowstep to your haunted foe, damaging and taunting them.
F3: Petrifying Terror
Immobilize and confuse your haunted foe. Surrounding foes inflicted with fear and confusion.
F4: Grip of Death
A vortex of agonizing shadows circles your haunted foe, damaging surrounding enemies before pulling them toward its center. Each successful pull restores life force.
F5: Spectral Prison
Place a ward around your haunted foe. Anyone caught within the ward is chilled and weakened.
Traits
Minor Proficiency : You can wield a sword in your main hand. Minor Adept :
Dark Passenger : Inflict Haunting Shroud upon your enemy, cursing them with an inescapable fate fueled by your lifeforce. Gain access to mantras.
Major Adept
Agony's Edge : Gain condition damage based on your vitality. Sword skills recharge faster.
Words of Pain : Whenever you activate a mantra charge, transfer 3 conditions to your haunted foe.
Relentless Void : When your shroud expires from depleted lifeforce, gain Embrace the Void.
Minor Master
Prolonged Death : You inflict more damage against your haunted foe. This bonus increases the longer you haunt the same foe.
Major Master:
Harrowing Visage : Activating Haunting Shroud applies confusion to your target all foes in the shroud's radius. Confusion you inflict lasts longer.
Echoed Whispers : Mantras' effects on your haunted foe now spread to all foes in Haunting Shroud's radius. Mantra skills recharge faster.
Shadowed Bulwark: Allies within your Haunting Shroud's radius gain increased toughness and vitality.
Minor Grandmaster
Enveloping Doom : Half of the lifeforce damage inflicted upon your haunted foe now spreads to all enemies within Haunting Shroud's radius.
Major Grandmaster:
Share My Fate: Your Haunting Shroud periodically transfers conditions on yourself to your haunted foe.
Ritual Chanting: Each of your mantras gains a unique effect while charging.
Devour the Soul: When your haunted foe takes damage, allies within Haunting Shroud's radius heal for a small amount. Shroud's radius is increased to 900.
Last 3 in line. Maybe it's just me, but I've always felt like Guardian should've been a clear contender for Raid Tanking, what with all its defensive and protective thematics. However, throwing myself into designing a Guardian ESpec that could possibly replace a Chrono, I've found that's one heck of a tall order. But I think I did good with this one.
Guardian - Avenger
Theme and Role
The Avenger is a Guardian who burns with a fervent, unending vigil and fury. They are tireless protectors of the weak, and will visit nothing short of absolute, brutal and swift justice on those who seek to do their allies harm. They are no patient hunters like the Dragonhunters, nor do they focus on Supporting allies with Boons like the Firebrand does. No, The Avenger does as his name suggests and protects his allies by laying waste to enemies.
The Avenger is a Damage Tank archetype, but not in the sense of a Bruiser. While they definitely have Bruiser-esque inspirations, their real strength lies in the devastating amount of Damage they can dish out as long as they're the target of enemy attacks. Their new Parry mechanic lets them stand their ground and defend in intervalls rather than bursts, and through interactions between Parry, stances and traits they can Protect allies from any harm that might come their way, completely negating incoming damage in short bursts. As they're continuously attacked, the Avenger grows even more determined, and their courageous valor empowers both themselves and nearby allies.
Mechanic: Channeled Parry and Reprisal Skills
Avengers do not cower in the face of any adversary. Their steadfast legs will remain firmly planted on the ground, their back never touching it, so they don't Dodge attacks. They Parry them, turning the enemy's strength back on them.
Avengers replace their Dodge ability with a Channeled Parry ability. Initiating a Dodge will no longer cost an instant 50 Endurance nor Move the Avenger. Instead, initiating a Dodge causes them to channel a Parry, costing them 15 (25 in PvP) Endurance initially, followed by 50 Endurance per second while channeling (meaning they can Parry for a max of ~1.5s without canceling). Parry works as an Invulnerable effect, avoiding all incoming Damage and Attacks. However, attacks against a Parrying player are considered to be Blocked (even Unblockable attacks), triggering Traits, sigils and runes coming into effect when attacks are Blocked. Parry can be canceled by initiating a Dodge again, or by Activating any skill. Parry can still be used to Cancel any skill channel, same as Dodging. Parry carries an internal cooldown of 1/2s in between canceling and reactivating it, so there is a window of vulnerability if timed wrong.
Additionally, If the Avenger is attacked while Parrying, the Avenger gains access to Reprisal Skills, which flips over their first Weapon Skill after they Parry an incoming Attack. Reprisal Skills are punishing counter-attacks that strike incredibly fast, catching careless enemies off-guard. Reprisal Skills are also made accessible from normal Blocks (Such as through Weapon Skills or Aegis).
Sword: Avenging Cross - Dash to your target, forming a cross of light if you hit them that continuously Strike and Damage nearby enemies. Acts as a Leap Finisher.
Mace: Merciful Blow - Perform a Swift strike that Blinds enemies with a Resplendent Light which cascades outwards to Heal surrounding Allies.
Scepter: Calamitous Wrath - Raise your Scepter and call down a pillar of Fire on your target that follows after them, stacking Burning with each strike.
Greatsword: Judgment - Strike down with a descending Blow that deals Massive Damage to enemies, sending out a vertical wave of light to Cleave through them and causes Vulnerability. Acts as a Projectile Finisher.
Hammer: Righteous Wave - Strike the ground, sending out a wave of Light that Pulls enemies in a cone towards you and Slows them. Acts as a Blast Finisher.
Staff: Sanctify - Release a wave of magic around you that Converts 1 condition into a Boon on nearby allies and Heals them, while Weakening nearby enemies.
Spear: Lance Barrage - Conjure a barrage of light spears that fly forwards, piercing through and Damaging enemies in front of you.
Trident: Purging Wave - Fire off a Wave of light that cleanses 2 Conditions from allies, while Burning and Blinding enemies.
Weapon: Off-hand Sword
The Off-hand Sword is a No-nonsense weapon focused around Counter-attacking and CC. It grants the Avenger an AoE Pull for gathering enemies and pulsing AoE Damage, along with access to Retaliation and Aegis.
Baleful Decree - Gain Aegis and Raise your blade, collecting magic into your blade that Pulls in and Cripples nearby enemies.
Castigation - Cross your weapons and shape a cross of light at your feet that grants Retaliation to nearby allies, before pulsing Damage and Weakness to nearby enemies. The field grows bigger with each pulse. Acts as a Light Field.
Utility Skills: Stances
Avenger Stances are much shorter in duration when compared to Warrior stances or even Soulbeast stances, however in return for the short durations they have a stronger immediate impact and shorter cooldowns, while also oftentimes affecting allies as well as the Avenger themselves. An Example is Protector's Stance, which makes all allies behind the Avenger Immune to Damage while they channel parry, allowing them to completely block off enemy attacks for their allies for a short time.
Beacon of Hope - Healing Skill. Heal yourself and regain all Endurance. For 3s, you will Heal yourself while channeling Parry, creating Bursts of energy when attacked that Heal nearby allies. Number of Targets: 5. Radius: 300.
Heroic Vow - Breaks Stun. For 3s, nearby Allies take 50% less Damage from Conditions and convert 1 Condition into a Boon every second. Number of targets: 5. Radius: 300.
Radiant Strikes - For 3s, you and nearby Allies will Blind (2s) enemies when you Critically strike them and deal 15% more Damage on Critical Hits. Number of targets: 5. Radius: 300. ICD on Blind: 1s.
Protector’s Stance - For 3s, nearby Allies suffer no Damage from attacks while you Channel Parry. They’re still susceptible to Control effects and Conditions. Damage reduction for allies: 100%. Radius: 300.
Brave Distraction - For 3s, Taunt (1 1/2s) enemies that strike nearby Allies and pulse Protection (2s) around you. Number of targets: 5. Radius: 300.
Aura of Protection - Elite Skill. For 6s, you become a Mobile Light field that destroys Projectiles and pulse Resistance to nearby Allies every second. Number of targets: 5. Radius: 300.
Specialization Line
The Avenger's Specialization line is themed after the three Virtues of a Guardian and the "flavor" of righteoussness they possess. The upper line is themed after Virtue of Justice and focuses heavily on punishing counter-offense, the middle line is themed after Virtue of Resolve and focuses heavily on sustain through Boons or Healing while the last line is themed after Virtue of Courage, focusing heavily on Damage mitigation.
Minor Adept: Avenger’s Promise - Your Dodge ability is replaced with a Channelled Parry and you gain access to Reprisal Skills.
Judge’s Challenge - Taunt (1 1/2s) nearby enemies when you activate Virtue of Justice. Radius: 240. Number of Targets: 5. ICD: 25s (PvP/WvW only).
Vigorous Resolve - Grant Vigor (5s) to allies you heal with Virtue of Resolve's Active Effect.
Beacon of Courage - Cast Lesser Protector’s Stance for 3s when you activate Virtue of Courage. ICD: 45s.
Minor Master: Defensive Champion - Regain Endurance at the end of Parry if you’re attacked at least once while channeling. Endurance recovered: 15.
Fiery Judgment - Burning you apply also causes Weakness (4s). You deal 10% more damage to Weakened enemies. ICD: 10s.
Swift Benediction - While you have Aegis, your movement speed is increased by 33%. Remove Movement-impairing Conditions when you grant Aegis to yourself or an Ally. ICD: 15s per target.
Enduring Retribution - You take 33% less Condition Damage while under the effects of Retaliation.
Minor Grandmaster: Face to Face - You deal 10% more Damage and receive 10% less Damage when in Front of your target.
Deflection - Damage surrounding enemies and Reflect Projectiles while you channel Parry. Radius: 180.
First among Equals - Grant Toughness to allies affected by your Stance skills. Stance skills now affect 10 targets rather than 5. Toughness at Lvl 80: 250.
Coward’s Folly - You cannot be Critically struck from the side or Behind while you have Protection.
Purpose: Ranged/Melee Tank Spec, Area Denial, Maximize Angst and Edginess
Specialization Utility: Symbols, Wells (Gates)
Profession Mechanic: Embracing Shadow/Grasping Darkness
The Steal mechanic is replaced with Embracing Shadows (F1) and Grasping Darkness (F2) and stolen items will not be obtained. Some Weapon Skills will be modified based on which mode you are currently on and switching to either one in combat will activate steal traits. Both will have a CD of 15 seconds and can be reduced to 10 seconds using Trickery and Sleight of Hand. The modifications will be as followed:
Embracing Shadows: (Melee/Close Ranged)
Ranged attack Range is reduced to 600.
Attack speed increased by 15%.
Pistol:
Number of projectiles fired increased by 2. Additional projectiles have reduced accuracy.
Pistol shots spread slightly.
Unload deals 50% less damage.
Black Powder's Radius and Duration is doubled. NOTE: If the modified Unload was used in melee distance without the damage nerf, it would be hitting for 330% of the damage it normally does. Don't complain.
Shortbow:
Trick Shot becomes Wave of Anguish.
Disabling Shot becomes Phase Shot.
Infiltrator's Arrow cost reduced by 2.
Wave of Anguish (3/4s)
Shoot a fan of shadow-imbued arrows that pierce through targets.
Damage: 100 (0.25)
Number of Projectiles: 5
Number of Targets: 3
Range: 600 Clarification: This attack will hit up to 15 times max. 3 targets per arrow.
Phase Shot (1/4s) (4 ini)
Shadowstep in your direction of movement and fire three arrows at your target.
Damage: 308 (0.75)
Number of Projectiles: 3
Evade: 1/2s
Shadowstep Range: 450
Range: 600
Grasping Darkness: (Long Ranged)
Melee attack range is increased to 300. Attacks act like spells and cleaving attacks hit others around the target with a radius of 130.
Ranged attack Range is increased by 300.
Outgoing melee damage reduced by 15%.
Dagger:
Death Blossom throws three additional daggers and evades in the direction you are moving in. Thrown Dagger range is 600.
Cloak and Dagger throws a dagger instead. Dagger range is 450.
Flanking Strike makes you shadowstep behind your target.
Sword:
Infiltrator Strike range increased to 1200.
Pistol Whip is changed and broken up into two separate skills, Drill Shot and Flurry of Blades.
Token of Death (4 ini)
Fire a bullet that digs into your target and marks them, dazing them in the process. Turns into Flurry of Blades.
Damage: 322 (0.8)
Daze: 2s
Marked: 5s
Range: 600
Flurry of Blades (3/4s) (2 ini)
Shadowstep to your marked target and cleave them multiple times while evading.
Damage: 308 x4 (1.5)
Evade: 3/4s
Range: 600
Greatsword Skills
1a.) Cross Slash (1/2s)
Attack twice in a wide arc, hitting enemies to the front and sides of you.
Damage: 481 x2 (1.2)
Number of Targets: 3 (front takes priority)
Range: 130
1b.) Cross Cleave (1/2s)
Attack twice in a wide arc, cleaving enemies to the front and side of you and make them vulnerable.
Damage: 481 x2 (1.2)
2 Vulnerability (4s)
Number of Targets: 3 (front takes priority)
Range: 130
1c.) Symbol of Suffering (1/2s)
Symbol
Swing your greatsword in a circle and create a pool of dark energy at your feet that damages enemies that remain in it.
Damage: 403 (1)
Damage per pulse: 322 (0.8)
Pulses: 3
Number of Targets: 5
Combo Finisher: Whirl
Range: 130
Radius: 150
Stealth.) Dark Flare (3 Ini) (3/4s) (Ground Targeting)
Converge black fire into an orb that explodes shortly after, burning enemies at target area
Damage: 927 (2.3)
5 Burning (6s)
Delay: 2 Seconds
Number of Targets: 5
Combo Finisher: Blast
Radius: 200
Range: 600
2a.) Dimensional Cleave (4 Ini) (1/4s)
Shadowstep to target and swing at them in a wide arc that leaves a trail of darkness behind the blade which grows stronger with your Condition Damage. Turns into Symbol of Grief.
Damage: 322 (.8)
Darkness Damage: 322 (.8)
Weakness (3s)
Number of Targets: 3 (front takes priority)
Range: 600
2b.) Symbol of Grief (2 Ini) (1/2s)
Symbol
Dash away from your target, leaving crippling darkness at their feet. Allies in the Symbol gain protection.
Cripple (3s)
Torment (3s)
Protection (3s)
Pulses: 3
Number of Targets: 5
Symbol Radius: 200
Evade: 1/2s
Evade Distance: 450
3.) Dark Embrace (5 Ini) (3s)
Channel Fury and Swiftness into nearby allies. Completing this channel grants Regeneration.
Fury 5s
Swiftness 6s
Regeneration 10s
Pulses: 5
Number of Targets: 5
Combo Finisher: Blast
Range: 600
Recharge: 10s
4.) Dark Fireball (2 Ini) (1/2s)
Cast a simple ball of black fire at your target that explodes on impact. Slight tracking.
Damage: 161 (.4)
Number of Targets: 5
Range: 900
Radius: 180
5.) Symbol of Oblivion (3-15 Ini) (3s)
Symbol
Sacrifice remaining initiative to summon a destructive symbol that smites enemies and augments allies within.
Damage: 362 (.9)
5 Vulnerability (1s)
2 Torment (1s)
2 Confusion (1s)
2 Might (1s)
Protection (1s)
Regen (1s)
Remaining Initiative is added to cost.
Pulse per Initiative Spent: 1
Number of Targets: 10
Recharge: 30s
Range: 600
Radius: 300
Utilities Heal) Gate of Cleansing (25s) (Ground Targeting)
Well
Cover the ground with a soft fire that heals allies and steals health from foes.
Initial Heal: 5214 (.8)
Healing: 354 (.2)
Life Steal: 239
Duration: 10s
Number of Targets: 5
Radius: 240
Combo Field: Fire
1.) Salt the Earth (30s) (Ground Targeting)
Well
Create an area that saps the life energy from foes, inflicting them with vulnerability and weakness.
Damage: 121 (.3)
Weakness 1s
3 Vulnerability 3s
Duration: 10s
Number of Targets: 5
Radius: 240
Range: 900
2.) Gate of Asylum (40s) (Ground Targeting)
Well
Shield target area, creating a barrier that destroys projectiles while granting allies regeneration and protection.
Damage: 121 (.3)
Regeneration 5s
Protection 3s
Duration: 10s
Number of Targets: 5
Combo Field: Water
Radius: 240
3.) Gate of Harrowing (40s) (Ground Targeting)
Well
Corrupt the ground and dredge up long forgotten spirits to torment foes with hallucinations. Allies are granted Aegis when entering it.
2 Poison 5s
2 Torment 3s
2 Confusion 3s
Aegis 20s
Duration: 10s
Number of Targets: 5
Combo Field: Dark
Radius: 300
Range: 900
4.) Hellgate (30s) (Ground Targeting)
Well
Create an area that sears foes alive, inflicting enemies with blindness and burning. You gain might every time it hits a foe.
Damage: 121 (.3)
Blindness 3s
3 Burning 5s
Might 5s
Duration: 10s
Number of Targets: 5
Radius: 240
Range: 900
Elite) Void Gate (90s) (3s) (Ground Targeting)
Well
Summon an orb of pure darkness and send souls into the void. Enemies in critical condition take extra damage and you are healed each time you kill a downed foe with this Well.
Damage: 443 (1.1)
Damage Increase vs. Downed: 500%
Duration: 5s
Heal: 1,539
Radius: 300
Range: 900
Traits
Adept
Minor: Dark Hands: Steal is replaced with Embracing Shadows and Grasping Darkness. You can use Wells.
Lingering Void: Wells and symbols last longer (2s).
Chaotic Void: Wells and Symbols have a greater area of effect (+100 radius). The recharge on Wells are reduced (20%).
Mending Void: Wells and Symbols grant regeneration (2s) to allies and steal health (183 (.1) damage/97 (.05) health) from enemies.
Master
Minor: Dark Armor: Vitality +500, Toughness +150
Martial Training: Embracing Shadows grants 10% increased damage and 25% condition duration within 450 units of enemies.
Void Training: Gain 3 initiative when switching between Embracing Shadows and Grasping Darkness.
Arcana Training: Grasping Darkness grants 50% more projectile speed to all projectiles and you take 10% reduced damage from enemies within 450 units.
Grandmaster
Minor: Dark Surge: 20% Chance to gain 10 Might (5s) after being struck. (10s CD)
Unstable Assault: Weapon skills you use leave a short-lived trail of darkness that damages foes who touch them. Damage: 144 x2 (.175). Duration 2s.
Warped Weapon: Skills slowly revive (1% per hit) downed allies that they hit. NOTE: This includes weapon skills. The attacks will be counted as a hit but deal no damage. This applies only to downed or fully dead allies.
Destiny Bond: Boons you grant to allies are also granted to you.
Everyone and their mother have taken a swing at the shapeshifter Espec for Ranger at this point, so I might as well do it too. But how to go about it? Resource-based transformation F5? Nope, Druid did that. Gaining the skills of your Pet by merging with it? Nope, Soulbeast did that. Oh, I know! Another Dodge replace!
Ranger - Wildwalker
Theme and Role
The Wildwalker channels the raw, primal forces of nature itself, shedding the veneers of society and progress in order to transport themselves, body and soul, back to an age where primal strength ruled supreme. They are in tune with the everchanging yet unadulterated world of Tyria that preceeded them, grow besides them and will long outlive them. Their form is fleeting and as varied as the kingdom of nature itself, able to shapeshift into animals or even plantlife at will.
The Wildwalker's primary role is a Spike Damage and CC specialist that works great as a Scout or Skirmisher. When they transform into beasts, surrounding enemies and even other players won't be able to tell them from normal, ambient mobs. Furthermore, their mobility is unmatched as they weave between the forms of beast and mortal mid-combat, keeping their enemies on their toes with quick maneuvers and punishing attacks.
Mechanic: Totem and Shapeshift
The Wildwalker gains the additional Option to select a Totem in their Pet Management window. This Totem decides what specific animal they will transform into when they Shapeshift. Shapeshift is an entirely new Dodge Animation that replaces their standard dodge skill. Visually, the Wildwalker leaps into the air, their form changing as they soar through the air, taking down on the earth again on four legs instead of two (If they touch it at all). The evade window is 3/4s, slightly longer than a regular dodge.
There are 4 Totems to choose from: Grey Wolf, Panther, Black Bear or Eagle. Norn are natural exceptions and choose between Alpine Wolf, Snow Leopard, Brown Bear or Raven, but this is only a visual difference harkening back to their culture. Each totem is considered Wolf, Stalker, Bear and Bird respectively, granting different skills and pulsing buff to the player while transformed. These buffs remain for a short time after transforming back to your original form.
Wolf Totem - Gain Dominion while transformed, increasing your Damage and Critical Damage by 10%. Grants +33% Movement Speed bonus while transformed.
Lunge - Leap at your Target, Knocking Down and Crippling them before Transforming back to your original form.
Howl - Howl to summon a pack of 2 wolves that absorb 33% of incoming Damage you suffer.
Find Tracks - Reveal enemies within a Large radius.
Rush - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
End Transformation - Transform back into your original form.
Stalker Totem - Gain Ferality while transformed, increasing your Critical Hit Chance and Outgoing Condition Damage by 10%. Grants +33% Movement Speed Bonus while transformed.
Pounce - Pounce at your Target, Bleeding and Immobilizing them before returning to your original form. Deals additional Damage and Dazes when used from Stealth.
Stalk - Gain Stealth, Might and Fury.
Feline Reflexes - Remove Revealed and Movement-impairing Conditions from yourself.
Rush - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
End Transformation - Transform back into your original form.
Bear Totem - Gain Grit while transformed, decreasing incoming Damage and Condition Damage by 15%. Grants +33% Movement Speed Bonus while transformed.
Charge - Charge your target, Launching and Weakening them with a Body blow before transforming back to your original form.
Staunt Spirit - Channel, pulsing Stability and Healing to yourself for a short time.
Tough Hide - Block all incoming attacks for 3s.
Rush - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
End Transformation - Transform back into your original form.
Bird Form - Gain Longevity while transformed, increasing Endurance Regeneration by 25%. Grants +50% Movement Speed Bonus while transformed.
Swoop - Swoop down at your target, Stunning and Blinding them before transforming back to your original form.
Shriek - Sound a loud shriek, Dazing nearby enemies.
Flight - Fly high into the Sky and head for the target Area, evading all Attacks. Acts as a Teleport skill.
Rush - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
End Transformation - Transform back into your original form.
As evident, these forms aren't designed for Combat but rather for Mobility, in order to engage or disengage enemies constantly during combat. Several traits in the Specialization line works to grant buffs and boons to the Wildwalker for Shapeshifting often in combat. The player needs to keep in mind that evading attacks will transform them and use that opportunity to punish their opponents with their new skills, as most engagement skills (1st Weapon Skill) carries a CC component with it.
Weapon: Hammer
The Hammer symbolizes everything it takes to stand at the very apex of a primal world: Strength, ferocity and a hardened foundation. It's a powerful CC-based Weapon with both Spike and sustained damage melded into its kit. With a heavy focus on AoE attacks, it makes a a great weapon for fending off multiple opponents and keeping them pinned down.
Feral Swing - Swing your Hammer with massive force, Damaging enemies in front of you and gaining Might for each target struck.
Primal Dominion - Swing your Hammer again, gaining more Might for each enemy struck.
Monarch's Deliverance - Swing your hammer downwards, sending out a Shockwave that pierces through enemies. Your Pet's next attack will cause an AoE burst of Damage around its target.
Apex Stride - Quickly pounce across a large area at your target, Blocking Attacks while Leaping and Crippling enemies on impact. If an Attack is Blocked, this skill becomes Unblockable. Acts as a Leap Finisher.
Boulder Toss - Launch a boulder at your target with a vicious uppercut, Dazing them on Impact. Acts as a Projectile Finisher.
Primal Eruption - Smash down and sunder the earth with a mighty blow, Crippling nearby enemies. After a short delay, Magma erupts at the target area and Launches enemies still within, leaving behind a Burning Firefield.
Devastate - Leap into the air and Hurl your Hammer down below you, creating a massive Shockwave that Knocks Down all nearby enemies and grants Stability to allies. Acts as Blast Finishers.
Utility Skills: Meditations
Wildwalker Meditations are transformation skills with a twist. They’re instant or night-instant effects that temporarily transform them into different plants and animals for a single ability, before transforming back into their original form. These meditations are offensive in nature and many carry a CC component, their primary use being to overwhelm enemies and leave them vulnerable for follow-up attacks, but there are also a few defensive ones designed to evade incoming attacks.
Spring Zephyr - Healing Skill. Merge with the wind, scattering yourself into verdant petals that blow past allies and enemies. Evades all damage as you retreat backwards, Healing yourself and Cleansing Movement-inhibiting Conditions from Allies you pass through, before reforming at your new position.
Overgrowth - Burrow into the ground, evading attacks and transforming into a cluster of Thorny vines that Strike out in all directions at the target Area. Enemies within stack Bleeding, Torment and Cripple. Acts as a Blast Finisher.
Arachnophobia - Transform into a Large Spider and lunge at your target, Knocking them Down and Poisoning them, creating a webbed Area on impact that Immobilizes enemies around the target.
Wild Stampede - Transform into a Dolyak and Charge forwards, gaining Stability and Launching enemies in your way. Wreak up a Dust cloud as your rush forwards, Blinding enemies behind you.
Feather of the Flock - Break Stun, transforming into a flock of birds that scatter in all directions, evading attacks. Converge at the target area, transforming back and removing Conditions from yourself.
Wyvernheart - Elite Skill. Transform into a Wyvern and take Flight, evading attacks and Breathing Flames that scorch into the ground to Burn, Daze and Cripple enemies within. Acts as a Firefield. Hits up to 10 enemies.
Specialization Line
Minor Adept: Primal Power - Replaces your Dodge ability with Shapeshift, grants access to Totems and Meditation Skills.
Apex Predator - Gain Stability (1 stack, 5s) when you have Unique Boons over the Threshold. Threshold: 5. ICD: 10s.
Bestial Aspect - Grant Boons to yourself and nearby allies when you Shapeshift, depending on which Totem you've chosen. Wolf Totem - Might; Stalker Totem - Fury; Bear Totem - Stability; Bird Totem - Vigor. Radius: 300. ICD: 10s.
Dizzying Ambush - Your Pet's first attack in Combat Dazes (1 1/2s) its target. This ability resets on Pet Swap.
Minor Master: Vagrant Soul - Your Pet now shares in the pulsing Buffs and Movement Speed bonuses you gain while Shapeshifted.
Indomitable Hunter - Damage increases by 10% while you have Stability. Stability you apply lasts 33% longer.
Pinnacle of Survival - Gain a Barrier whenever you Shapeshift.
Savage Law - Disabling an enemy grants you Fury (3s). Hammer Skills recharge 20% Faster. ICD: 10s.
Minor Grandmaster: Inherited Will - Gain increased Attributes depending on your chosen totem. Wolf Totem - 200 Power; Stalker Totem - 200 Precision; Bear Totem - 200 Vitality; Bird Totem - 225 Concentration.
Survival of the Fittest - Gain a Barrier when you apply Stability to yourself or it is Stripped from you.
Untrodden Paths - While Shapeshifted to Animal Form, the duration of incoming Conditions is reduced and incoming Movement-inhibiting Conditions are greatly reduced. Condition Duration Reduction: 33%. Movement-inhibiting Conditions Reduction: 100%.
Primordial Rage - Burning you apply now scales with Power instead of Condition Damage, but to a lesser extent. Increases Burning Duration by 20%.
@nopoet.2960 said:
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.
So I've had a similar thought about when is it enough or too many? I started thinking about a way to keep the idea of the elite specs alive because I like the concept of them, but I feel like they're starting to take away from the core profession and even from the other elite specs. One idea I had like nopoet was to have a 'True profession' elite spec that simply had empowered core traits or a spec line that would empower the others and unlock all the weapons for the core profession, but at this point why even bother having that as an elite spec and not just bake it into the core prof?
My other thought was that maybe elite specs are becoming too much of a focus and starting to draw too much away from the core professions themselves. Instead of having an actual elite spec trait line maybe there is another way to equip an elite spec to unlock the new weapons, mechanics, and skills, kind of like outfits. When an elite spec is equipped it changes some of the core traits so that you can still have different builds that revolve around the elite spec. The reasoning for this is to bring some identity back to core professions and to reduce the amount of balancing the balance team would have to do with all the different weapons, skills, traits, and spec combinations when a new elite is released, there would still be a lot balancing but not as much as there is currently or potentially could be depending on how many more expansions and elite specs are released.
Right, time to finish off my list with something for Elementalist. Both Tempest and Weaver has great DPS, but to make Elementalist really feel at home I think a Nuker playstyle needs to be introduced as well, focusing on short rounds of massive burst damage rather than a steady stream of DPS.
Elementalist - Runemage
Role and Theme
The Runemage is a both a traditionalist and a trailblazer when it comes to utilizing magic. Masters of the Arcane, they condense their magic into powerful Runes in battle, capable of releasing this stored power whenever they please. They step into combat with several Runes prepared for casting, and most importantly their "Quickfire" Rune which releases a Burst of Arcane energy, instantly canceling the aftermaths of their spellcasting and readying them to instantly chain another spell into awestriking combos.
The Runemage focuses on massive Burst Damage, filling the role of a Nuker in organized groups. The excel at both targeted and AoE damage, using their new profession mechanics in order to chain together spells non-stop for short bursts of time, capable of massive destruction in the blink of an eye of left unattended to. They have access to Alacrity as well, in order to refresh their and allies' abilities to keep the barrages coming. Where the Tempest focused on bringing out the raw power of a single element and the Weaver combined the power of two in dance-like combinations, the Runemage simply blazes through everything they have to offer until nothing remains of their enemy.
Mechanic: Chain Spells and Quickfire Rune
The Runemage is an elementalist that specializes in chaining multiple spells in quick succession. They gain a new F5 skill called Quickfire Rune, which instantly Cancels all after-casts or channels in effect on the Runemage, allowing them to instantly cast another skill. A Grandmaster trait also grants them Quickness after using Quickfire Rune, allowing them to chain spells in quick succession. Quickfire Rune has 3 charges with no cooldown in between each use but each Charge takes a while to cool down, leaving it better used for Burst Damage when enemies are vulnerable.
The moment the Runemage activates their Quickfire Rune, a Chain Spell gauge attached to the skill fills completely and starts to rapidly drain over 1s after a 3/4s delay. While this gauge remains filled at least 1%, the Runemage's Attunements do not carry any Cooldown, allowing them to swap back and forth freely without incurring a cooldown.
Weapon: Pistol Main- and Offhand
Pistol skills are, more so than other Elementalist weapons, designed to work well with their new Quickfire Rune. Pistol skills have a Long range, between 900-1200, and generally have extremely short activation Times on their Weapon Skills while still having much impact. In return, they are less versatile than other Elementalist Weapons, focusing mostly on one thing. Additionally, each Weapon skill carries the same Activation time depending on slot, regardless of Attunement, in order to make them easier to keep track of. Weapon Skill 2 has 3/4s AT, Weapon skill 3 has a 1/2s AT and Weapon Skill 4 has a 1/4s AT, with Weapon Skill 5 being a Channeled Skill.
Fire
Flame Rune Shot - Fire a bullet that brand the target with a blazing rune which explodes after a short delay, Damaging nearby enemies. Acts as a Projectile Finisher (20%).
Blast Zone - Fire an Exploding shot at your target, Damaging all enemies around them. Acts as a Blast Finisher.
Blaze Burst - Fire 3 powerful shots from your gun, each shot propelling you backwards through the air while Evading attacks. Acts as a Projectile Finisher.
Chain Detonation - Fire a chaining fireball that jumps between targets, causing a Burning explosion at each enemy struck.
Firestorm Barrage - Channeled Skill. Form a rune of fire in front of your gun and unload the magazine through the seal, Barraging enemies in a cone in front of you with Blazing projectiles. Deals increased damage to and Burns enemies at close range.
Water
Frost Rune Shot - Fire a bullet that brands the target with a freezing rune which shatters after a short delay, Causing Vulnerability on them. Acts as a Projectile Finisher (20%).
Deluge - Form a rune of water in front of your gun and fire. The rune remains in place for a short time, bombarding your target with undulating Blasts of water that Heal allies it passes through with each shot.
Hailstorm - Unload several frozen shots at the target enemy, Making them Vulnerable with each shot. Acts as a Projectile Finisher (20%).
Icicle - Fire a sharp Icicle that Pierces through enemies and Chills them. Acts as a Projectile Finisher.
Diamond Dust - Channeled Skill. Spin around, conjuring several wisps of snow from your gun that circle around you and Chill nearby enemies. At the end of the Channel, all Wisps freeze into hail that fly out and Barrage your target enemy, stacking Vulnerability. Acts as a Whirl Finisher.
Air
Lightning Rune Shot - Fire a bullet that brands the target with a sparking rune which overloads after a short delay, Damaging the target. Acts as a Projectile Finisher (20%).
Windbore Shot - Fire a high-velocity, high damage shot of concentrated air at your target. Acts as a Projectile Finisher.
Storm Seal - Align 2 air runes on top of your target, creating a Whirlwind at their position that Pulls all enemies to its center.
Fulmination - Charge your pistol with electricity and fire an unblockable orb of lightning arcing to the target area. On Impact the shot erupts in a massive dome of Lightning that deals continuous damage to and stacks Vulnerability on those within. Acts as a Lightning Field.
Lightning Spear - Channeled Skill. Gain Shocking Aura and Focus a massive beam of high voltage lightning at your Target, causing them to pulse with Electricity that arcs to nearby enemies, dealing massive damage to all affected targets.
Earth
Earthern Rune Shot - Fire a bullet that brand the target with a quaking rune which triggers after a short delay, Damaging and Weakening them. Acts as a Projectile Finisher (20%).
Landslide - Fire a bullet into the ground that races towards the target enemy. Once it arrives, it erupts in a massive Pillar of sharp stones that Bleed and Cripple enemies around them. Acts as a Blast Finisher.
Magnetic Shot - Fire a Piercing, Unblockable shot that Bleeds enemies it passes through and Reflects Projectiles when fired. Acts as a Projectile Finisher.
Giant's Arm - Conjure 2 earthern runes on opposing sides of the target area, from which 2 massive fists of Earth strike out and crush enemies in between them, dealing Damage and Stunning enemies struck.
Avalanche - Channeled Skill. Rain massive rocks down over the target area, Crippling and Weakening enemies within. At the end of Channel, deal massive Damage and Knock them Down all targets still within.
Utility Skills: Mantra
Mantra skills were the natural direction for a Runemage, reciting lines of concentration as they draw the runes in the air with the elements, forming them into dormant, passive forms waiting to be activated instantly. Due to Mantra's instant-cast nature, they are perfect filler in order to keep their Chain Spell combo counting in order to release massive bursts of damage on enemies. A Runemage's offensive Mantras all have 1200 range and have 2 Charges. The First charge Pulses the Spell effect 1 time, but the Final charge Pulses the spell effect 3 times in quick succession, making the Runemage choose between low consistent damage or high burst damage.
Mantra of The Rain - Pour, Rain, Cascade! Healing Skill. Prepare a spell that gathers water around you and sends it pouring down around you, Healing yourself and cleansing 1 Condition from all nearby allies. Acts as a Waterfield. Radius: 240.
Mantra of The Wildfire - Rage, Blaze, Scorch! Prepare a spell that will surge enemies around your target with raging flames, Damaging and Burning enemies struck. Acts as a Blast Finisher. Radius: 240.
Mantra of The Winds - Whistle, Swirl, Rush! Prepare a spell that will Rush you a short distance in the target direction, riding on a gust that grants Swiftness to Allies at your Original position. Acts as a Leap Finisher. Radius: 240. Teleport Range: 450.
Mantra of The Blizzard - Shiver, Chill, Freeze! Prepare a spell that will Freeze your target solid, creating a Chilling air around them that strikes and damages nearby enemies. Radius: 240.
Mantra of The Stone - Hurl, Crush, Obliterate! Prepare a spell that will launch a stone Missile at your target, Destroying Projectiles as it flies and shattering on Impact to Bleed and Cripple all nearby enemies. Acts as a Projectile Finisher. Radius: 240.
Mantra of the Arcane - Invigorate, Empower, Energize! Prepare a spell that will instantly restore 1 charge of your Quickfire Rune and grant Alacrity to allies around you. Radius: 240.
Specialization Line
Each Column of traits carries a theme for the Runemage as well as each. The first Column lets them enhance their Chain Spell mechanic further, either making it easier to maintain or more rewarding to succeed with. The Second column empowers a basic aspect of their kit, such as Pistols, Mantras or Attunement swap. The Last Column enhances their Quickfire Rune, allowing them to use it for different purposes.
Minor Adept: Runecrafter - Gain access to the Quickfire Rune, Chain Spell gauge and Mantra Skills.
Spell Barrage - Whenever a Weapon Skill deals damage to an enemy while your Chain Spell gauge is active, you gain a stacking buff that increases Outgoing Damage by 2%. Stacks to 10. All stacks are lost when the Chain Spell gauge is empty.
Rejuvenating Chain - The Chain Spell gauge drains 20% slower. Heal yourself and cleanse 1 Condition when your Chain Spell gauge runs out.
Spellpower - Hitting enemies with at least 3 Weapon Skills while your Chain Spell gauge is active grants Alacrity (3s) to nearby Allies. Radius: 300.
Minor Master: Invigorating Runework - Gain Alacrity (1 1/2s) when activating your Quickfire Rune.
Gun Mage - Gain +150 Ferocity while wielding a Gun in either hand. 7% of your outgoing Critical Hit Damage is returned to you as Healing.
Elemental Overflow - Gain Quickness (1s) When you Swap Attunements while in Combat.
Runic Lore - Mantra and Mantra Charges recharge 20% faster. Mantra skills gain an increased radius. Radius increase: 120.
Minor Grandmaster: Quickening - Gain Quickness (1s) when activating your Quickfire Rune. Deal 10% more damage while under the effects of Alacrity or Quickness.
Decisive Rune - Gain 1 Additional Charge of your Quickfire Rune. Activating your Quickfire Rune increases the Critical Hit Chance of your next Weapon Skill. Critical Hit Chance: 100%.
Steadfast Rune - You gain Stability (1 stack, 3s) and Protection (3s) when you activate your Quickfire Rune. ICD: 3s.
Energizing Rune - Alacrity gained from Invigorating Runework is increased to 3s and is now shared with nearby Allies. Radius: 300.
Weapon Skills:
:Torch 4: Combo field: fire
:Torch 5: Combo finisher: whirl
:Dual wield: all core main-hand weapons (dagger, pistol, sword) will have a finisher move (e.g. whirl, projectile, leap) when paired with torch
Skill Category unlocked: Bomb
Utility/Elite:
:Flash Bomb: Combo field: light
:Viral Bomb: Combo field: poison
:Pipe Bomb: Combo finisher: blast
:Bomb Thrust: Combo finisher: leap (knockdown AOE + you leap back + evade)
:Fire Fiend: Transform into fire fiend for 15 secs. Cover yourself in fire shield, burning foes and gaining might when attacked. Take no damage from enemy fire field or burning condition. Instead, standing in any friendly or enemy fire field and burning conditions heal you instead.
Traits:: TBD
Role: Combo field and finisher
Mechanics:
:Profession mechanic: every combo field also counts as fire field for Arsonist combo finisher, for two combo effects (fire field counts twice).
Theme: pretty much punisher type of class which focused on punishment of anyone who stray from laws and norms. Inquisitors are tyrannical police-like people raging from secretly bounty hunters to powerful religious leaders of southern tribes and isles focused solely on their brand of justice and order. Up until recently inquisitors refused to share their secrets with outsiders and their secrets were passed from parents to children for generations, but recently something changed and inquisitors agreed to teach their crafts to other guardians in exchange for their help.
Main builds:
1) Power melee build (mostly single target) ->main build
2) Condition anti-boon build (mostly single target) -> main build
3) Tank build -> alternative build
Adept Minor Trait (Punisher of Heretics)
Unlock Sword for off-hand and allow you to use Punishment abilities.
Replace your Virtues with Edicts.
Adept Major Trait Line Major Trait 1 (Harsh March of Inquisition)
Using movement (includes blinks and teleports) ability will remove 1 damaging condition from you and grant 3 stacks of might for 5 sec. Major Trait 2 (Blinded by Righteousness)
Inflict an enemy with 5 stacks of burn or more will corrupt 1 boon on that enemy into blindness for 5 sec. Cooldown: 6 sec. Major Trait 3 (Deny Heresy)
When you block an attack via Aegis, then you gain 5 sec of regeneration.
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Master Minor Trait (Resistance Against Corruption)
When you get inflicted with damaging conditions, then you gain 3 sec of regeneration. Cooldown: 10 sec.
Master Major Trait Line Major Trait 4 (Mighty Inquisition)
Gain 80 bonus power while you have might. Might on you will last 33% longer. Major Trait 5 (Darkness for Those Who Oppose)
Corrupting a boon on an enemy will blind it for 5 sec. Blinds you inflict now stack up to 2 times (new stacks refresh duration of older stacks, blinds of other players refresh duration on only the first stack of blind). Major Trait 6 (Bladed Crusader)
Your Sword 4 will now grant Aegis for you for 5 sec.
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Grandmaster Minor Trait (Inquisitor's Flames)
Inflict blind for 5 sec when you burn an enemy. Cooldown: 10 sec.
Grandmaster Major Trait Line Major Trait 7 (Kingdom of Solitude)
Your F1 becomes a ward preventing enemies from exiting the affected area. Your F1 now deals 20% more direct damage. Major Trait 8 (Where it Burns the Most)
Blinding an enemy will cause your next Punishment ability to corrupt 1 additional boon into 1 stack of burning for 5 sec on all affected enemies. Cooldown: 10 sec. Major Trait 9 (Undeniable Crusade)
When you block an attack via Aegis, then you gain 5 sec of protection. Protection and regeneration will last 20% longer on you.
F1 (Edict of Justice)
Passive: burn enemies with every few attacks.
Active: plant sword of justice in your current location creating an area for a duration. Enemies in this area take damage and are burned with every pulse.
Casting time: 3/4 sec
Passive burn: 1 stack for 5 sec
Cooldown: 20 sec
Radius: 300
Duration: 8 sec
Pulses: 8
Damage (8x): 1800 (scales with power)
Burning per pulse: 1 stack for 1 sec
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F2 (Edict of Resolve)
Passive: regenerate health.
Active: blind nearby enemies, jump backwards and heal yourself.
Casting time: 1/2 sec
Passive healing: 84 (scales with healing power)
Cooldown: 25 sec
Blind: 5 sec
Range: 300
Heal: 1800 (scales with healing power)
Leap combo finisher
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F3 (Edict of Courage)
Passive: gain aegis periodically.
Active: create a ward in your current location for a duration. It will prevent enemies from entering and will destroy all projectiles.
Casting time: 1/4 sec
Aegis refresh: 40 sec
Cooldown: 40 sec
Radius: 240
Duration: 6 sec
Sword 4 (Crusader's March)
Roll forward (to your target) evading all attacks, blind and damage nearby enemies when you complete the roll. Gain might for every enemy hit with this ability.
Casting time: 1/2 sec
Cooldonw: 12 sec
Range: 450
Blind: 5 sec
Damage: 800 (scales with power)
Might per enemy struck: 3 stacks for 8 sec
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Sword 5 (Sword Jail)
Throw several searing blades at nearby enemies and bind them. Bound enemies are burned and can't use movement (includes blinks and teleports) abilities.
Casting time: 3/4 sec
Cooldown: 20 sec
Radius: 450
Duration: 3 sec
Damage (3x): 900 (scales with power)
Burn: 2 stacks for 6 sec
Searing blades counts as projectiles
Projectile combo finisher
Healing Punishment (Blaze of Glory)
Heal yourself. In addition, release a punishing flames corrupting 1 boon on nearby enemies into burning and heal yourself for every enemy struck.
Casting time: 3/4 sec
Cooldown: 25 sec
Radius: 450
Initial heal: 3800 (scales with healing power)
Burn: 1 stack for 6 sec
Heal per enemy struck: 500 (scales with healing power)
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Utility Punishment 1 (Punisher's Brand)
Punish your target converting up to 2 boons on it into burning. If your target was already burning, then reduce cooldown of this ability.
Casting time: 1/4 sec
Cooldown: 24 sec
Range: 300
Burning per boon converted: 1 stack for 4 sec
Cooldown reduction: 50%
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Utility Punishment 2 (Sentence to Jail)
Immobilize your target and covert 1 boon on it into burning. If target was already immobilized, then convert 1 additional boon into burning.
Casting time: 1/2 sec
Cooldown: 30 sec
Range: 600
Immobilize: 3 sec
Burning: 1 stack for 6 sec
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Utility Punishment 3 (Burn the Heretics)
Engulf your target in flames causing it and all other nearby enemies to burn with every pulse. Allies attacking the enemy affected by this ability gain might.
Casting time: 3/4 sec
Cooldown: 40 sec
Range: 600
Radius: 240
Duration: 4 sec
Pulses: 4
Burning pr pulse: 1 stack for 3 sec
Might per attack: 1 stack for 5 sec
Major Trait 5 (Darkness for Those Who Oppose): only initial cast will convert a boon into burning.
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Utility Punishment 4 (Righteous Nova)
Gain might and after short delay release unblockable explosion dealing damage to nearby enemies and corrupt 1 boon on them into burning. This explosion will deal more damage based on stacks of might you have.
Casting time: instant
Cooldown: 40 sec
Might: 4 stacks for 10 sec
Delay: 1 sec
Radius: 240
Damage: 900 (scales with power)
Damage increase per stack of might: 10%
Burning: 1 stack for 4 sec
Blast combo finisher
Stunbreaker
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Elite Punishment (Bound to Burn)
Bind nearby enemies for a duration. Bound enemies take more direct and more burning damage. You can reactivate this ability once to pull all bound enemies to you and stun them, but doing so will unbind affected enemies.
Theme: "Then I saw when the Lamb broke one of the seven seals, and I heard one of the four living creatures saying as with a voice of thunder, “Come.” I looked, and behold, a white horse, and he who sat on it had a bow; and a crown was given to him, and he went out conquering and to conquer." — Revelation 6:1-2
Main builds:
1) Range power build
2) Condition/boon control build
3) Zone control anti-burst build
Adept Minor Trait (Spectral Ranger)
Unlock Shortbow and allow you to use Traps.
Replace your Death Shroud with Crowned Shroud. You can't access this shroud directly, but you can access it through F1, F2 and F3 (and Unholy Sanctuary).
Adept Major Trait Line Major Trait 1 (They Will Fall)
Increase damage caused by your F1 by 25% and now it gets 500 bonus ferocity. Major Trait 2 (Plague Spreads)
Your F2 now inflict 1 stack of poison for 10 sec for every boon stolen. Major Trait 3 (World at its End)
Inflicting an enemy with cripple or weakness will now also inflict 1 sec of slow (cooldown: 2 sec). Slows you inflict will last 33% longer.
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Master Minor Trait (Master of Conquest)
Performing a combo finisher will increase all damage you cause by 1% for 5 sec. Stack up to 5 times.
Master Major Trait Line Major Trait 4 (Blessed by Vile Gods)
Your Shortbow abilities will now deal 5% more damage and +1% more damage for every boon on you. Major Trait 5 (Deprived Charity)
When you steal or corrupt a boon, then apply a copy of it to one closes ally (radius: 450). If no ally is present, then heal yourself for 200 (scales with healing power) instead. Major Trait 6 (There Will be no Resistance)
When you inflict slow or weakness on an enemy, then you will also corrupt protection, resistance and regeneration on that enemy. Cooldown: 5 sec.
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Grandmaster Minor Trait (Long Reach of the Pestilence)
Gain +300 range for F1, F2 and F3 abilities for 10 sec whenever you corrupt or steal a boon.
Grandmaster Major Trait Line Major Trait 7 (Vampiric Rain)
While in Crowned Shroud your Shroud 1 arrow rain will leech health with every hit dealing 100 (scales with power) damage and healing you for 80 (scales with healing power) health. Major Trait 8 (Untouched by Plague)
When you enter Crowned Shroud, then you grant 5 sec of resistance for yourself and 2 sec of resistance for all nearby allies. Radius: 450. Major Trait 9 (Let Them Come)
Your Traps become instant cast and their cooldown is reduced by 10%.
F1 (Fall with Pestilence)
Deal damage yo your target and inflict cripple on it. After successfully using this ability 3 times it morphs into Crowned Shroud until this ability goes off cooldown or until you enter Crowned Shroud.
Casting time: 1/4
Cooldown: 10 sec
Range: 900
Life force cost: 2000
Damage: 700 (scales with power)
Cripple: 4 sec
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F2 (Deprive the Blessings)
Steal boons from your target. After you steal at least 6 boons from any enemy via this ability this ability morphs into Crowned Shroud until this ability goes off cooldown or until you enter Crowned Shroud.
Casting time: 1/2
Cooldown: 15 sec
Range: 900
Life force cost: 2500
Boons stolen: up to 2
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F3 (Unholy Divider)
Knock away nearby enemies and inflict slow on them. If this ability knocks back at least 3 enemies, then this ability morphs into Crowned Shroud until this ability goes off cooldown or until you enter Crowned Shroud.
Casting time: 1 (can't move while casting)
Cooldown: 35 sec
Radius: 300
Life force cost: 4500
Knock back distance: 300
Damage: 1000 (scales with power)
Slow: 2 sec
Blast combo finisher
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Crowned Shroud
Enter into shroud for a duration. When you enter this shroud you gain short duration of invulnerability. While in shroud your life does not drain periodically and damage is not redirected to your life force, but you will take 50% less damage and heal yourself for 5% of all damage you do. While in shroud you can exit it by pushing F1, F2 or F3. While in this shroud you can use all of you healing, utility and elite abilities as you normally do.
Casting time: instant
Cooldown: 0 sec
Duration: 15 sec
Invulnerability: 1 and 1/2 sec
Shroud 1 (Plague Arrows)
Strike your target with spectral arrow. If this ability hits, then cause spectral arrows to rain down at location of your target after short delay (this effect does not tract your target's location after initial hit). These raining arrows inflict poison every time they hit.
Casting time: 3/4 sec
Range: 900
Damage: 400 (scales with power)
Delay: 1/2 sec
Radius of rain: 100
Damage of rain (2x): 400 (scales with power)
Duration of rain: 1 sec
Poison: 1 stack for 3 sec
Projectile combo finisher: 20% chance for initial hit, 10% chance for arrow rain
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Shroud 2 (Dismount and Disengage)
Stun nearby enemies and rush backwards. You can reactive this ability in a short time frame to rush back to the location where you used this ability (can't rush back if sight to your original location is blocked).
Casting time: 1/4 sec
Cooldown: 12 sec
Stun: 1 and 1/4 sec
Range: 600
Duration for reactivation: 5 sec
Perform blast combo finisher at your starting location when you active this ability
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Shroud 3 (Visions of What's to Come)
Corrupt boons on your target and inflict of fear on it.
Casting time: 1/2 sec
Cooldown: 25 sec
Range: 900
Boons corrupted: up to 2
Fear: 2 sec
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Shroud 4 (Call Down the White Horse)
Summon spectral horse in targeted area to steal boons from nearby enemies with every pulse. This spectral horse is not a minion and it can't be attacked.
Casting time: 3/4 sec
Cooldown: 30 sec
Range: 900
Radius: 200
Duration: 3 sec
Number of pulses: 3
Boons stolen per pulse: 1
Targets affected: up to 3
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Shroud 5 (Arrow of the End)
Shoot a special arrow at your target. If this ability hits, then immobilize and slows enemy hit. This ability deals more damage per stack of poison on your target.
Casting time: 3/4 sec
Cooldown: 20 sec
Range: 900
Damage: 800 (scales with power)
Damage per stack of poison: 20%
Immobilize: 2 sec
Slow: 4 sec
Projectile combo finisher
Shortbow 1 (Disease Spreading Shot)
Shoot an arrow at your target dealing damage. If your target is poisoned, then inflict poison as well.
Casting time: 1/2 sec
Range: 900
Damage: 600 (scales with power)
Poison: 1 stack for 8 sec
Projectile combo finisher: 20% chance
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Shortbow 2 (Necrotic Destroyer)
Shoot very slow moving arrow at your target. When it reaches its target, then it will explode poisoning nearby enemies.
Casting time: 1/2 sec
Cooldown: 10 sec
Range: 900
Damage: 250 (scales with power)
Poison: 2 stacks for 6 sec
Blast combo finisher
Projectile combo finisher
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Shortbow 3 (Unholy Barrage)
Rapidly fire at all enemies in front of you dealing damage and slowing them.
Casting time: instant
Channel time: 1 sec
Cooldown: 12 sec
Hits per sec per target: 4
Targets hit: up to 3
Range: 900
Damage per hit: 200 (scales with power)
Slow per hit: 1/2 sec
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Shortbow 4 (Flesh Destroying Bolt)
Shoot spectral arrow at your target dealing damage to it. If your target crippled, slowed or chilled, then hit enemy will also be immobilized.
Casting time: 1/4 sec
Cooldown: 15 sec
Range: 900
Damage: 450 (scales with power)
Immobilize: 3 sec
Projectile combo finisher
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Shortbow 5 (Rider of the White Horse)
Turn into spectral ghast gaining invulnerability and super speed while transformed. You can't attack while transformed. You can exit this transformation by reactivating this ability. Steal boons from nearby enemies when you exit this transformation.
Casting time: instant
Cooldown: 20 sec
Duration: 3 sec
Boons stolen per target: up to 3
Targets hit: up to 3
Radius: 450
Healing Trap (In the Swamp)
Heal yourself and place a trap. If an enemy triggers this trap, then it will spawn poison field and immobilize all enemies hit.
Casting time: 1/4 sec
Cooldown: 30 sec
Healing: 3800 (scales with healing power)
Duration of trap: 30 sec
Radius: 240
Duration of field: 5 sec
Immobilize: 3 sec
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Utility Trap 1 (Unearth and Punish)
Stun break yourself and place a trap. If an enemy triggers it, then this trap will damage nearby enemies and perform several blast combo finishers.
Casting time: 1/4 sec
Cooldown: 40 sec
Duration of trap: 30 sec
Duration after triggering: 2 sec
Radius: 200
Damage (3x): 800 (scales with power)
Number of blast finishers performed: 3
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Utility Trap 2 (Gather Wild Toxins)
Remove conditions from yourself and place a trap. If enemy triggers it, then it will apply those conditions to nearby enemies. If no conditions were removed, then it will inflict blindness and poison instead.
Casting time: 1/2 sec
Cooldown: 25 sec
Conditions removed: 4
Duration of trap: 30 sec
Damage: 350 (scales with power)
Blindness: 5 sec
Poison: 2 stacks for 6 sec
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Utility Trap 3 (Call of the Unholy One)
Place a trap. If any enemy triggers it, then it will steal boons from nearby enemies and daze them.
Casting time: 1/2 sec
Cooldown: 25 sec
Duration of trap: 30 sec
Boons stolen per target: 3 sec
Daze: 1 sec
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Utility Trap 4 (Swamplands)
Place a trap. If any enemy triggers it, then it will spawn a poison combo field and damage nearby enemies.
Casting time: 3/4 sec
Cooldown: 20 sec
Duration of trap: 30 sec
Radius: 240
Duration of combo field: 8 sec
Damage: 750 (scales with power)
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Elite Trap (Conquest Through Pestilence)
Place a trap. If any enemy triggers it, then inflict slow, poison and heavy damage to nearby enemies instantly, and after delay knock back all nearby enemies stealing boons from them.
Casting time: 3/4 sec
Cooldown: 60 sec
Duration of trap: 30 sec
Radius: 240
Slow: 5 sec
Poison: 3 stacks for 10 sec
Damage: 1000 (scales with power)
Delay: 1 and 1/2 sec
Knockback distance: 400
Boons stolen per target: up to 3
Initial hit and knockback acts as blast combo finishers
Theme: a necromancer joined a crew of pirates, but the ship he was on was attacked and sank together with all the crew. As necromancer was dying, strange new dark powers emerged from the deep and transformed him into Water Lich. He resurrected his crew as some sort of undead fishmen and toke over lark portions of sea trading routes. Some heroes banded together and eventually killed this Water Lich, but they also gained knowledge (dairies, notes, items) how to turn necromancer into something similar to a Water Lich. From that knowledge a new school of water-based necromancy was born.
Main builds:
1) Single target mid-low range power bruiser (spear) -> main build
2) Single target long range bleed build (trident) -> main build
3) Tank build (any weapon) ->off build
Adept Minor Trait (Master of Dark Seas) You now can use Trident and Spear on land and allow you to use Tide abilities.
Replace your Death Shroud with Witch's Shroud.
Adept Major Trait Line Major Trait 1 (Whale Terror)
Increase you toughness by 100 and concentration by 100 while wielding a Spear on land. Major Trait 2 (Master of Undead Piranhas)
Increase your condition damage by 180 while wielding a Trident on land. Major Trait 3 (Dark Water Barrier)
Gain 5 sec of aegis when you take critical damage (cooldown: 5 sec). Gain 3.5% of your maximum life force every second while you have aegis in combat.
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Master Minor Trait (Bringer of Souls Lost in the Sea)
Allow you to use your utility abilities while in shroud.
Master Major Trait Line Major Trait 4 (Aspect of Death: Hunger)
Your shroud 1 now also leech health dealing 90 (scales with power) damage and 110 (scales with healing power) healing. Major Trait 5 (Aspect of Death: Exsanguination)
Inflicting 8 or more stacks of bleed on a target will also deal 900 (scales with condition damage) direct damage to that target. Cooldown: 10 sec. Major Trait 6 (Dark Liquid Fortress)
Gain aegis when you enter combat (cooldown: 20 sec). Cooldown refresh when you dodge in combat.
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Grandmaster Minor Trait (Smell of Blood)
Increase you critical strike chance by 10% when you are attacking a bleeding enemy.
Grandmaster Major Trait Line Major Trait 7 (Crushing Waves)
Gain fury for 2 sec when you score a critical hit. Increase your toughness by 100 while you have fury. Major Trait 8 (Sharp Reef)
Disabling an enemy will inflict it with 3 stacks of bleed for 8 sec on it. Major Trait 9 (Master of the Tides)
Increase your toughness by 3%. Gain 150 toughness for 6 sec when you enter a new tide.
F1 (Witch's Shroud)
Enter the shroud. While in this shroud you retain range of your main-hand weapon.
Cooldown: 5 sec
Land Spear 1 (True Impale)
First hit of two hit chain. Impale your target dealing damage and inflict bleeding.
Casting time: 3/4 sec
Range: 300
Damage: 550 (scales with power)
Bleed: 1 stack for 5 sec
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Land Spear 1 (Spear Through)
Second hot of two hit chain. Impale your target dealing damage and inflict vulnerability.
Casting time: 3/4 sec
Range: 300
Damage: 650 (scales with power)
Vulnerability: 2 stacks for 10 sec
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Land Spear 2 (Nasty Whirlwind)
Block all attacks while channeling. Counter-attack any enemies who strike you in melee range.
Casting time: instant
Channel duration: 2 sec
Cooldown: 30 sec
Damage: 300 (scales with power)
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Land Spear 3 (Spear form the Dark)
Throw your spear at your target, bleed and deal damage to it. If this ability hits, then your target will be pulled to you. Unblockable.
Casting time: 3/4 sec
Cooldown: 20 sec
Range: 900
Damage: 900 (scales with power)
Bleed: 1 stack for 15 sec
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Land Spear 4 (Whirlpool)
Whirl your spear around knocking all nearby enemies down.
Casting time: 1 sec
Cooldown: 25 sec
Radius: 300
Damage: 400 (scales with power)
Knockdown: 1 sec
Whirl combo finisher
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Land Spear 5 (Gut and Devour)
Leech health from nearby enemies.
Casting time: 1/2 sec
Cooldown: 18 sec
Radius: 300
Leech damage: 250 (scales with power)
Leech healing: 320 (scales with healing power)
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Land Trident 1 (Hungry Fishes)
Cause your target to bleed by summoning a swarm of spectral piranhas.
Casting time: 1/2 sec
Range: 1200
Damage: 300 (scales with power)
Bleed: 2 stacks for 10 sec
Not a projectile
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Land Trident 2 (Gloomy Waters)
Bleed enemies in targeted are and spawn a water field.
Casting time: 1/2 sec
Cooldown: 12 sec
Range: 1200
Radius: 240
Bleed: 4 stacks for 10 sec
Field duration: 3 sec
Water combo field
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Land Trident 3 (Rushing Pulse)
Blast enemies around your target launching them into air.
Casting time: 1/2 sec
Cooldown: 20 sec
Range: 1200
Radius: 130
Damage: 440 (scales with power)
Blowout duration: 1 and 1/2 sec
Blast combo finisher
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Land Trident 4 (Tides Against the Reef)
Knock nearby enemies away from yourself and bleed them.
Casting time: 1/4 sec
Cooldown: 28 sec
Radius: 300
Knockback distance: 400
Damage: 400 (scales with power)
Bleed: 2 stacks for 12 sec
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Land Trident 5 (Water of the Underworld)
Surround you with dark waters. Inflict fear and chill on the next enemy who strike you.
Casting time: 1/2 sec
Cooldown: 30 sec
Duration: 4 sec
Fear: 1 sec
Chill: 3 sec
Shroud 1 (Spectral Piranha)
Cause spectral piranha to attack your target.
Casting time: 3/4 sec
Range: (equal to your main-hand weapon's autoattack range)
Damage: 600 (scales with power)
Shroud 2 (Waverider)
Ride a wave forward knocking enemies to the sides.
Casting time: instant
Cooldown: 20 sec
Range: 600
Damage: 300 (scales with power)
Knock back distance: 300
Shroud 3 (Deep Sea Anomaly)
Throw a mutated spectral piranha at your target fearing and bleeding it. If possible, this piranha will jump to another nearby enemy.
Casting time: 1/2 sec
Cooldown: 35 sec
Range: (equal to your main-hand weapon's autoattack range)
Jump range: 130
Maximum number of jumps: 3
Fear: 1 and 1/2 sec
Bleed: 4 stacks for 6 sec
Shroud 4 (Shore of the Underworld)
Create a water field under your feet. Enemies in this field take damage and allies in this area are healed every second.
Casting time: 1/2 sec
Cooldown: 20 sec
Radius: 240
Duration: 4 sec
Damage per sec: 250 (scales with power)
Healing per sec: 140 (scales with healing power)
Shroud 5 (Unholy Abyss)
Launch your target into the air in a bubble of dark water dealing damage to your target.
Casting time: 3/4 sec
Cooldown: 40 sec
Range: 300 +(equal to your main-hand weapon's autoattack range)
Blowout duration: 2 sec
Damage: 800 (scales with power)
Healing Tide (Spring's Tide)
Heal yourself and enter into state of healing tides. Exit all other states connected to tide abilities.
Casting time: 1/2 sec
Cooldown: 10 sec
Healing: 3000 (scales with power)
Healing tides: heal yourself by 5% of damage you do
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Utility Tide 1 (Winter's Tide)
Gain aegis and enter into state of frozen tides. Exit all other states connected to tide abilities.
Casting time: 3/4 sec
Cooldown: 15 sec
Aegis: 10sec
Frozen tides: chill enemies who strike you in melee range.
Chill: 1 sec
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Utility Tide 2 (Tropical Tide)
Bleed nearby enemies and enter into state of crimson tides. Exit all other states connected to tide abilities.
Casting time: 1/2 sec
Cooldown: 12 sec
Radius: 450
Bleed: 3 stacks for 6 sec
Crimson tides: bleeds you inflict will last 33% longer.
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Utility Tide 3 (Calm Tide)
Gain protection and enter into state of steel tides. Exit all other states connected to tide abilities.
Casting time: instant
Cooldown: 20 sec
Protection: 5 sec
Steel tides: gain 150 bonustoughness
Stunbreaker
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Utility Tide 4 (Storm's Tide)
Fly to targeted area and enter into state of swift tides. Exit all other states connected to tide abilities.
Casting time: 1/2 sec
Cooldown: 25 sec
Range: 900
Swift tides: your other utility abilities will recharge 20% faster
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Elite Tide (Unholy Tide)
Knock down nearby enemies, gain stability and enter into state of dark tides. Exit all other states connected to tide abilities.
Casting time: 3/4 sec
Cooldown: 40 sec
Radius: 450
Stability: 2 stacks for 4 sec
Knockdown: 1 sec
Damage: 400 (scales with power)
Dark tides: gain 4% of your maximum life force every second while you are in combat
Theme i am going with: A tank who constantly chases some pray to devour and gets stronger the more creatures it devours.
It will have special kind of tanking by trying to maintain specific amount of hunger to balance negative and positive effects. Also, it will also have an option two options outside of playing as a tank: shroud condition dps and bruiser.
Tank: damage avoidance, damage reductions, self healing, vitality and power.
Condition dps: getting all shroud based traits, condition damage, bleeds and poisons, no need for defensive stats.
Bruiser: vitality, healing power, self-healing, damage avoidance, shroud.
This elite should work wonder with all core trait lines, especially with Death Magic, Curses, Blood Magic and Spite.
Adept Minor Trait (Live as Hungry Undead)
Unlock Mace for you main-hand and off-hand and allow you to use Rage abilities.
Replace Death Shroud with Gourmet's Shroud.
Replace you Life Force with Hunger. Hunger slowly grows while in combat (4% of maximum hunger per sec + 3% of maximum hunger per sec while you are being attacked) and abilities who used to grant life force now will reduce your hunger instead (effectiveness reduced by 50%). Hunger slowly decrease while you are out of combat. Hunger is independent of your maximum health and maximum hunger is 20.000 (at maximum level). Grow more vulnerable and more dangerous as hunger grows (these effects are disabled while in shroud): At 33% of hunger: you will take 5% damage from all source and you will deal 5% damage and healing with all attacks and conditions. At 66% of hunger: you will take 10% damage from all source and you will deal 10% damage and healing with all attacks and conditions, and you will lose 3% of your maximum health every sec. At 99% of hunger: you will take 15% damage from all source and you will deal 15% damage and healing with all attacks and conditions, and you will lose 6% of your maximum health every sec.
Adept Major Trait Line Major Trait 1 (Aware Flesh)
Gain 3 sec of protection every 3 sec while at or above 66% of hunger. Your weapon abilities no longer reduce your hunger. Major Trait 2 (A Chef Just Got to Eat)
While you are in Gourmet Shroud you will retain positive boosts from your hunger. Major Trait 3 (Well Grounded Meat)
Hitting an enemy with one of your mace abilities will reduce your hunger by 1% of your maximum hunger. Mace abilities will recharge 10%.
Master Minor Trait (Building Immunity)
Every 5 sec turn one random damaging condition on you into 1 stack of might for 5 sec.
Master Major Trait Line Major Trait 4 (Learn by Tasting)
Consume 1 condition on yourself every 5 sec to heal yourself for 400 (scales with healing power) health while at or above 66% of hunger. Take 25% less periodic damage from high hunger. Major Trait 5 (Well Prepared for the Feast)
Extend duration of your shroud by 2 sec and exiting shroud will grant 2 stacks of stability for 6 sec. Major Trait 6 (Keep Some Room for the Dessert)
Your rage abilities will grant you 3 sec of regeneration and they will reduce your hunger additionally by 5% of your maximum hunger.
Grandmaster Minor Trait (Am i Satisfied?)
Killing an enemy will suppress all negative effects from hunger for 5 sec.
Grandmaster Major Trait Line Major Trait 7 (Abandon Reason and Let the Feast Begin)
While you are at or above 99% hunger you will have fury, alacrity and swiftness. These boons last as long as you have sufficient hunger and they can't be removed. Major Trait 8 (Gather the Ingredients)
While in shroud you siphon health from nearby enemies dealing 130 (scales with power) damage every second and healing for 90 (scales with healing power) health. Radius: 600. Major Trait 9 (A Meal on the Floor)
Allow you to feast on downed enemies dealing damage to them, reducing your hunger and healing you every second while feasting. Damage: 20% per sec. Hunger reduction: 2% of maximum hunger per sec. Healing: 5% of you maximum health per sec. (Heal you for 10% of your maximum health when you kill an enemy while in pve environment)
F1 (Gourmet's Shroud)
This shroud does not cost Hunger to enter and does not drain hunger passively. Instead, it have fixed duration of 7 sec. While in the shroud you take greatly reduced damage .
Cooldown: 20 sec.
Damage reduction: 33%
Mace 1 (Grind Some Flesh)
Hit enemies in front of you and cripple them if they are at or bellow 50% of their maximum health.
Casting time: 3/4 sec
Range: melee
Targets hit: up to 3
Damage: 500 (scales with power)
Cripple against enemies at or bellow 50% of their maximum health: 5 sec
Hunger reduction: 2% of maximum hunger per enemy struck
Mace 2 (Prepare the Meat)
Jump forward (towards your target) and pummel the first enemy you meet dealing damage and daze it. Reduce hunger it this ability hits an enemy.
Casting time: 1/4 sec
Cooldown: 15 sec
Range: 600
Damage (3x): 800 (scales with power)
Daze: 1 sec
Hunger reduction: 5% of maximum hunger
Mace 3 (Natural Earthy Spices)
Slam your mace into the ground creating a shockwave which will cripple and poison all enemies in its path.
Casting time: 3/4 sec
Cooldown: 10 sec
Range: 900
Cripple: 4 sec
Poison: 2 stacks for 8 sec
Mace 4 (Seasoning Before Cooking)
Release toxic energy to chain between enemies poisoning every enemy hit and healing for every enemy struck. In addition, increase your hunger.
Casting time: 1/4 sec
Cooldown: 18 sec
Range: 900
Maximum range between chains: 600
Maximum number of chains: 5 (can't chain to same enemy twice)
Poison: 3 stacks for 10 sec
Healing: 100 (scales with healing power)
Hunger increase: 3% per enemy hit.
Mace 5 (Yesterday's Lunch)
Slam your mace into your stomach and release poisonous acid in front of you inflicting damage, poison and vulnerability to every enemy struck. Deals more damage and inflict more conditions based on your hunger.
Casting time: 1/2 sec
Cooldown: 20 sec
Range: 900
Targets hit: up to 5
Damage bellow 33% of hunger: 300 (scales with power)
Damage between 33% and 66% of hunger: 500 (scales with power)
Damage above 66% hunger: 800 (scales with power)
Poison bellow 33% of hunger: 2 stacks for 8 sec
Poison between 33% and 66% of hunger: 3 stacks for 8 sec
Poison above 66% hunger: 5 stacks for 8 sec
Vulnerability bellow 33% of hunger: 3 stacks for 10 sec
Vulnerability between 33% and 66% of hunger: 6 stacks for 10 sec
Vulnerability above 66% hunger: 10 stacks for 10 sec
Shroud 1 (Precise Bite)
Take a bite from your target dealing damage and inflict bleeding. Also, inflict poison against an enemy who is at or bellow 50% of its health.
Casting time: 1/4 sec
Range: 200
Damage: 350 (scales with power)
Bleeding: 1 stack for 10 sec
Poison: 1 stack for 5 sec
Shroud 2 (To the Table)
Jump to targeted location and apply vulnerability and cripple to enemies in targeted area.
Casting time: 3/4 sec
Cooldown: 14 sec
Range: 900
Radius: 240
Vulnerability: 10 stacks for 5 sec
Cripple: 5 sec
Shroud 3 (Meat Separation)
Change to your target and rip out massive amount of flesh from your target dealing damage, stunning and bleeding it.
Casting time: 1/2 sec
Range: 450
Cooldown: 15 sec
Damage: 800 (scales with power)
Stun: 2 sec
Bleed: 1 stack for 10 sec
Shroud 4 (Whirlpool of Meatcleavers)
Draw blood from nearby enemies dealing damage to them while channeling. Deal more damage against bleeding enemies.
Casting time: instant
Channeling duration: 3 sec
Cooldown: 20 sec
Radius: 600
Damage (6x): 600 (scales with power)
Damage against bleeding enemies (6x): 1200 (scales with power)
Shroud 5 (Blood Devouring Spices)
Release noxious gasses dealing damage to nearby enemies and transform all bleeding stacks on them into stacks of poison of equal duration.
Casting time: 3/4 sec
Cooldown: 30 sec
Radius: 600
Damage: 450 (scales with power)
Rage healing (Devour Everything)
Heal yourself and reduce you hunger. In addition, for next few second heal yourself for 5% of damage taken by nearby enemies.
Casting time: 1/2 sec
Cooldown: 30 sec
Healing: 3000 (scales with healing power)
Hunger reduction: 15% of your maximum hunger
Healing from damage taken by nearby enemies: 5 sec
Radius: 600
Rage utility 1 (Desperate Feast)
Take a bite of your target dealing damage to it, reduce your hunger and transferring 1 condition from yourself to your target. You can use this ability on one of your minions. Using this ability on a minion will instantly kill it and remove up to 3 conditions from you.
Casting time: 1/4 sec
Cooldown: 12 sec
Range: 200
Damage: 650 (scales with power)
Hunger reduction: 10% of your maximum hunger
Hunger reduction when used on a minion: 20% of your maximum hunger
Rage utility 2 (Throw Out Unfit Ingredients)
Lash out against your target dealing damage to it, reduce your hunger and knock it back. You can use this ability on one of your minions. Using this ability on a minion will instantly kill it and grant you 5 sec of alacrity.
Casting time: 1/4 sec
Cooldown: 20 sec
Range: 200
Damage: 550 (scales with power)
Knock back range: 600
Hunger reduction: 8% of your maximum hunger
Hunger reduction when used on a minion: 16% of your maximum hunger
Rage utility 3 (Devouring the World)
Devour essence from nearby enemies to greatly reduce your hunger. This ability deals more damage when used at or above 66% of your maximum hunger.
Casting time: instant
Cooldown: 15 sec
Radius: 600
Targets hit: up to 5
Damage: 250 (scales with power)
Damage while at or above 66% of hunger: 500 (scales with power)
Hunger reduction: 45% of your maximum hunger
Rage Utility 4 (Lets Feast)
Stunbreak yourself and all nearby allies.
Casting time: 1/4 sec
Cooldown: 30 sec
Radius: 600
Hunger reduction: 15% of your maximum hunger
Rage elite (The Last Supper)
Rapidly rush to your target and inject it with special acid. Target of this ability will get stunned after a delay. You can use this ability on one of your minions. Using this ability on a minion will instantly kill it and grant you you boons.
Casting time: 1 sec (you can't move while casting)
Cooldown: 50 sec
Range: 900
Damage over 3 sec: 600 (scale with power and condition damage)
Delay before stun: 3 sec
Stun: 2 sec
Retaliation on minion kill: 5 sec
Stability on minion kill: 2 stacks for 6 sec
Resistance on minion kill: 3 sec
Protection on minion kill: 8 sec
Regeneration on minion kill: 10 sec
Theme: something like that classical bizarre fighter who wears no armor, carry oversized sword and perform reckless yet very fast attacks devastating enemies enemies like a madman. A class fantasy about a rogue like character who went insane, picked the most massive weapon available and started jumping, slashing, cutting, crashing, spinning and destroying everything around him/her.
New mechanic: charges (the will circle around your main-hand weapon and each individual charge will last for 20 sec; Similar how Assassin's charges looked in Diablo 2). There are three charges with different colors and charges can only be generated while you are in combat. Each color shows what that charge is all about: red - direct damage, blue - condition damage, green - healing. Thief can have up to 3 charges regardless of their color (for example you can have 3 green charges or 2 red charges and 1 green charge, but you can't have more that 3 total charges). In addition, steal gets replaced by burst (still counts towards all steal related traits) which works very similarly to warrior's burst, but with a tiny difference. Burst skills use up charges to gain additional power. More charges get used up = stronger burst you will get. Also, just like with warrior, this burst skill depends on your weapon choice.
Adept Minor Trait (Abandon Reason)
Unlock Greatsword and allow you to use Charge-up abilities.
Replace Steal with Burst.
Adept Major Trait Line Major Trait 1 (Red Means Power)
Scoring a critical hit against an enemy will give you Red Charge. Cooldown: 3 sec. Major Trait 2 (Blue Means Degeneration)
Inflicting an enemy with a poison will grant you Blue Charge. Cooldown: 5 sec. Major Trait 3 (Green Means Retreat)
When you enter stealth you gain Green Charge. Cooldown: 10 sec.
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Master Minor Trait (Power Charges Up)
Every time you reach 3 charges you gain 5 stacks of might for 3 sec.
Master Major Trait Line Major Trait 4 (Unstoppable Mobility)
While you have Greatsword equipped your movement abilities will remove 1 damaging condition and 1 non-damaging condition. Major Trait 5 (Tactics? Nahhhh)
Conditions inflicted through your Blue Charge will last 30% longer. Major Trait 6 (Temporal Sanity)
When you get downed you will instantly consume all your Green Charges reviving yourself by 12% per charge consumed.
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Grandmaster Minor Trait (Ready Again)
Your burst skill refresh 10 points of initiative.
Grandmaster Major Trait Line Major Trait 7 (Overcharged)
Your Charge-up abilities will now generate 1 bonus charge of same color and increase the maximum number of charges you can have to 4. Major Trait 8 (Only Madness Spreads)
When your burst skill consumes a Blue Charge you will transfer 2 conditions from you to every enemy hit by your burst ability. Consuming more Blue Charges will transfer more conditions. Major Trait 9 (Madness Fuel)
When you about to get downed, the you will enter into state of mania, allowing you to fight for 5 sec with new health pool of 10k health. While in this state you can't be healed and if you run our of health you will get downed instantly. When this state ends, then you will get downed.
Greatsword Burst (Hunting the Pray)
Jump forward (to your target) and anchor you greatsword into the ground while evading attacks and performing overhead attack against nearby enemies dealing damage to them and consuming all your charges.
Casting time: 3/4 sec
Cooldown: 14 sec
Range: 900
Radius: 240
Evasion: 3/4 sec
Damage: 400 (scales with power)
Per red charge consumed: deal 200 (scales with power) bonus damage
Per blue charge consumed: inflict 2 stacks of bleeding for 6 sec
Per green charge consumed: leech health dealing 100 (scales with power) damage, healing 200 (scales with healing power
Leap combo finisher
Shortbow Burst (Flashing Barrage)
Shadow step around your target launching attacks at it.
Casting time: 1/2 sec
Cooldown: 14 sec
Range: 900
Damage: 250 (scales with power)
Number of attacks: 2
Per red charge consumed: increase number of attacks by 1
Per blue charge consumed: inflict 1 stack of poison for 3 sec and 1 stack of bleed for 5 sec
Per green charge consumed: regain 4 initiative
Sword Burst (Snatch Steal)
Slice your target dealing damage and stealing boons.
Casting time: 1/2 sec
Cooldown: 14 sec
Range: 140
Damage: 750 (scales with power)
Number of boons stolen: 2
Per red charge consumed: steal 1 more boon
Per blue charge consumed: immobilize enemy hit for 2 sec
Per green charge consumed: gain regeneration for 3 sec and fury for 2 sec
Dagger Burst (Mosquito Bite)
Shadowstep to your target and poison your target.
Casting time: instant
Cooldown: 14 sec
Range: 600
Damage: 350 (scales with power)
Poison: 2 stacks for 10 sec
Per red charge consumed: daze your target for 3/4 sec
Per blue charge consumed: inflict 1 stack of poison for 10 sec
Per green charge consumed: after performing the attack gain 2 sec of stealth
Pistol Burst (God Slayer Bullet)
Shoot your target with deadly titanium bullet.
Casting time: 1/2 sec
Cooldown: 14 sec
Range: 900
Damage: 650 (scales with power)
Per red charge consumed: deal 150 (scales with power) bonus damage
Per blue charge consumed: stun your target for 3/4 sec
Per green charge consumed: gain 4 stacks of might for 10 sec
Greatsword 1 (Vertical Swing)
First hit of two hit chain. Hit several enemies in front of you.
Casting time: 3/4 sec
Range: 200
Enemies hit: up to 3
Damage: 500 (scales with power)
Greatsword 1 (Heavy Spin)
Second hit of two hit chain. Perform a spinning attack hitting all enemies around you. Generate a Red Charge if this ability scores a critical strike.
Casting time: 3/4 sec
Radius: 200
Enemies hit: up to 5
Damage: 550 (scales with power)
Charge generation cooldown: 8 sec
Greatsword 2 (At their Ankles)
Roll forward evading all attacks and cripple all nearby enemies.
Casting time: instant
Initiative cost: 4
Evasion: 1/2 sec
Range: 300
Cripple: 4 sec
Greatsword 3 (Hook and Heavy Swing)
Hit an enemy with your fist. If first strike hits, then perform an arching attack (after 3/4 sec from initial hit) in front of you knocking back all enemies in front of you.
Casting time: 1/2 sec
Initiative cost: 6
Range of first hit: 140
Range of second hit: 200
First strike damage: 200 (scales with power)
Second hit damage: 500 (scales with power)
Knockback distance: 300
Greatsword 4 (A wall of Steel)
Remove 2 conditions from yourself and guard yourself from all attacks for a duration. Generate Green Charge if you block an attack.
Casting time: instant
Duration: 2 sec
Initiative cost: 8
Charge generation cooldown: 6 sec
Greatsword 5 (Mad Tornado)
Spin around hitting nearby enemies several times dealing damage and bleeding them. Reflect projectiles while you are spinning.
Casting time: instant
Channel time 2 sec
Radius: 240
Initiative cost: 8
Number of hits: 4
Damage (4x): 1200 (scales with power)
Bleed per hit: 2 stacks for 6 sec
Healing Charge-up (Gather Health)
Heal yourself and generate a Green Charge. Heal more per existing Green Charge on you.
Casting time: 1/2 sec
Cooldown: 10 sec
Healing: 2000 (scales with healing power)
Healing increase per Green Charge: 15%
Utility Charge-up 1 (Generate Force)
Knock all nearby enemies away and generate a Red Charge.
Casting time: 1/2 sec
Cooldown: 12 sec
Radius: 140
Knockback distance: 240
Utility Charge-up 2 (Generate Aggression)
Spit into your target's face blinding it and generate a Blue Charge.
Casting time: 1/4 sec
Cooldown: 8 sec
Blind: 3 sec
Utility Charge-up 3 (Generate Power)
Generate 3 Red Charges.
Casting time: 1/2 sec
Cooldown: 16 sec
Utility Charge-up 4 (Generate Escape)
Remove cripple, chill, slow and immobilize from you, gain stealth and superspeed. Generate a Green Charge.
Casting time: 1/2 sec
Stealth: 3 sec
Superspeed: 2 sec
Elite Charge-up (Generate Madness)
Gain special effect based on weapon in your main hand.
Casting time: 1/2 sec
Cooldown: 40 sec
Greatsword: generate 3 Red Charges and refresh your Burst skill.
Shortbow: generate 3 Blue Charges and gain quickness for 3 sec.
Sword: remove all conditions from yourself and generate a Red Charge for every condition removed.
Dagger: generate 3 Blue Charges and your attacks becomes unblockable for 3 sec.
Pistol: generate a Red Charge, a Blue charge and a Green charge, and gain 5 stacks of might for 10 sec.
Theme: a warrior focused on rushing at the crowds of enemies, scattering them around and focusing on one single enemy to occupy it and kill it while at the same time being defensive and quite mobile. A warrior focused on defense and disabling one enemy practically eliminating it from the fight.
Main builds:
1) Tank anti-range build (main build)
2) Tank anti-condition build (main build)
3) Condition build (off build)
Adept Minor Trait (Single Unit Army)
Unlock Shield for your main-hand and allow you to use Brawl abilities.
Grant new F2 ability.
Adept Major Trait Line Major Trait 1 (Shield Against Danger)
Take 5% less damage from projectiles while wielding a shield. Gain 100 additional toughness while wielding two shields. Major Trait 2 (Unbreakable Immunity)
Take 10% less damage from damaging conditions. Major Trait 3 (Dangerous Warfare)
When you inflict a damaging condition, then also inflict 1 stack of vulnerability for 10 sec.
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Master Minor Trait (Dive into the Front-line)
Gain 5 sec of superspeed when you enter combat. Resets when you use one of your bursts.
Master Major Trait Line Major Trait 4 (Juggernaut of Steel)
Disabling an enemy will grant you 3 sec of protection (cooldown: 4 sec). Increase your toughness by 3%. Major Trait 5 (Immunity Rush)
Using one of your Brawl abilities will grant you 2 sec of resistance. Major Trait 6 (Biological Warfare)
Deal 80 (scales with condition damage) direct damage every time you inflict a damaging condition.
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Grandmaster Minor Trait (Beatdown)
Disabling an enemy will grant you 4 stacks of might for 6 sec. Cooldown: 4 sec.
Grandmaster Major Trait Line Major Trait 7 (Mirror Fortress)
Your F2 now reflect projectiles. Gain 2 stacks of stability for 4 sec when you finish channeling F2. Major Trait 8 (Golden Fortress)
Your F2 now reflect conditions. Gain 4 sec of resistance when you finish channeling F2. Major Trait 9 (Walking Fortress)
You now can move while channeling F2.
Shield 1 (Grand Slam)
Slam a target with your shield dealing damage to it and grant protection to you if this ability hits.
Casting time: 3/4 sec
Range: 130
Damage: 400 (scales with power)
Protection: 1 sec
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Shield 2 (Colossal Push)
Ram enemy with your shield and knock it back.
Casting time: 1/4 sec
Cooldown: 10 sec
Range: 130
Damage: 200 (scales with power)
Knock back distance: 300
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Shield 3 (Wave Motion Rushing Force)
Rush forward (to your target) and release an explosion of force dealing damage to enemies in front of you and bleed them.
Casting time: 1/2 sec
Cooldown: 12 sec
Range of rush: 450
Range of explosion: 450
Damage: 500 (scales with power)
Bleed: 3 stacks for 6 sec
Shield Burst (Super-heavy Rush)
Rush to your target and carry any enemy you rush into alongside of you as you rush (counts as pull) until you reach maximum distance of this ability, collide with environmental obstacle or reactivate this ability. Deal more damage and increase range of the rush per adrenaline consumed. If you push an enemy into environment, then inflict bleeding on it. Unblockable.
Casting time: 1/2 sec
Cooldown: 8 sec
Level 1 range: 600
Level 1 range: 900
Level 1 range: 1200
Level 1 damage: 400 (scales with power)
Level 2 damage: 550 (scales with power)
Level 3 damage: 700 (scales with power)
Bleed if you push an enemy into environmental obstacle: 6 stacks for 10 sec
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F2 (Final Fortress)
Create a done around yourself while channeling, and you can't move or perform any other actions while channeling. While channeling you block all attack, and knock away all nearby enemies with every pulse. Increase duration of this ability by amount of adrenaline consumed. Reactive this ability to cancel it.
Casting time: instant
Cooldown: 30 sec
Radius: 240
Level 1 duration: 2 sec
Level 2 duration: 3 sec
Level 3 duration: 4 sec
Knock back distance: 200
Pulse: 1 pulse every 1/2 sec
Healing Brawl (Super-Flex)
Knock away all enemies from yourself and heal yourself. This effect is unblockable.
Casting time: 1/4 sec
Cooldown: 30 sec
Radius: 240
Knock back distance: 200
Healing: 4500 (scales with healing power)
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Utility Brawl 1 (Omega Bomb)
Charge a short distance to your target and daze it. If your target is already disabled, then deal damage to it and knock it down.
Casting time: 1/4 sec
Cooldown: 30 sec
Range: 300
Daze: 1 sec
Damage on disabled enemy: 500 (scales with power)
Knock down: 2 sec
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Utility Brawl 2 (Dragon's Whip)
Charge at your target and knock it back. If you knock an enemy into environmental obstacle, then bleed it.
Casting time: 1/2 sec
Cooldown: 20 sec
Range of charge: 450
Knock back distance: 450
Bleed if you knock your target into environmental obstacle: 4 stacks for 6 sec
Stunbreaker
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Utility Brawl 3 (Chest Burster)
Perform an attack against your target. If your target is disabled, then deal more damage.
Casting time: 1/4 sec
Cooldown: 15 sec
Range: 130
Damage: 350 (scales with power)
Damage to disabled enemy: 1000 (scales with power)
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Utility Brawl 4 (The Showdown)
Taunt nearby enemies to attack you. Taunting disabled enemies will knock them down.
Casting time: 1/2 sec
Cooldown: 40 sec
Radius: 450
Taunt: 1 and 1/2 sec
Knock down: 2 and 1/2 sec
Stunbreaker
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Elite Brawl (Titan's Grip)
Suppress your target (counts as a stun) for a short duration while channeling (you can't perform any other actions while suppressing an enemy, except you can look around). You can reactive this ability to launch suppressed enemy at the direction you are facing. If launched enemy comes into contact with other enemies, then those enemies will suffer damage and will be stunned. If launched enemy collides with environmental obstacle, then he/she will take massive damage and suffer bleeding.
Casting time of initial suppression: 1/2 sec
Cooldown: 80
Range of suppression: 130
Suppression: 2 sec
Launch range: 900
Secondary damage: 400 (scales with power)
Stun: 3/4 sec
Damage if target collides with environmental obstacle: 900 (scales with power)
Bleed if target collides with environmental obstacle: 8 stacks for 12 sec
Theme: keeper of legendary weapons and fragments of legendary weapons. This warrior keeps these things away from evil and use them to fight against forces of evil, demons, elder dragons and any other creatures who threaten the world. These warriors not only keep these artifacts on them, but also are entrusted to keep them by divine spirits and blessed to be the only ones who are capable to to wield these artifacts.
Main builds:
1) Boon based power build (main build);
2) Condition build based around torment (alternative build);
3) Anti-burst bruiser build focused on fighting high burst enemies (main build).
Adept Minor Trait (Keeper of Forbidden Artifacts)
Unlock Focus for your off-hand and allow you to use Artifact abilities.
Replace your Burst ability with Reforge abilities.
Adept Major Trait Line Major Trait 1 (Inspiring Tales)
Gain 2 sec of quickness whenever you use an Artifact ability. Major Trait 2 (Corrupted Artifacts)
Increase your condition damage by 100 and your damaging conditions will last 10% longer. Major Trait 3 (Blessed with Long Life)
Heal yourself for 50 (scales with healing power) health whenever you gain adrenaline.
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Master Minor Trait (Eternal Keeper)
When you gain 4 different boons, then you also gain 6 sec of regeneration. Cooldown: 5 sec.
Master Major Trait Line Major Trait 4 (Focused on the Single Goal)
Your focus abilities will recharge 3% faster for every boon on you. Major Trait 5 (Demonic Influence)
Whenever you inflict a damaging condition (doesn't work when you inflict torment or when you inflict more than 2 stacks of burning) you inflict 5 stacks of torment for 10 sec instead. Cooldown: 14 sec. Major Trait 6 (Surprise Recovery)
Whenever you lose 30-40% of your maximum health (the less health you have the bigger percentage is) over 3 sec or faster, then you gain 4 sec of protection and 6 sec of regeneration.
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Grandmaster Minor Trait (Endless Blessings)
Gain 30 toughness and 20 healing power per unique boon on you.
Grandmaster Major Trait Line Major Trait 7 (Blessed Artifacts of the Gods)
Your F1, F2, F3 and F4 grants boons when you activate them before they hit. Major Trait 8 (Corrupted Artifacts of the Demons)
Your F1, F2, F3 and F4 inflicts conditions on all hit enemies. Major Trait 9 (Hidden Powers of the Artifacts)
Your F1, F2, F3 and F4 gain unique functions.
F1 (Reforge the Eternal Sun)
Reforge an ancient greatsword of blazing sun and deliver a spinning attack against all nearby enemies. This attack is unblockable.
Casting time: 3/4 sec
Cooldown: 35 sec
Adrenaline cost: 20
Radius: 240
Damage: 900 (scales with power)
Whirl combo finisher
Blessed Artifacts of the Gods: gain 15 stacks of might for 1 sec
Corrupted Artifacts of the Demons: inflict 5 stacks of burning for 6 sec
Hidden Powers of the Artifacts: evade all attacks for 2 sec (begins when you start casting this ability)
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F2 (Reforge the Codex Evil)
Reforge an codex of forbidden texts and release a wave of darkness around yourself dealing damage to nearby enemies and torment them.
Casting time: 1 sec
Cooldown: 35 sec
Adrenaline cost: 20
Radius: 450
Damage: 300 (scales with power)
Torment: 4 stacks for 8 sec
Blast combo finisher
Blessed Artifacts of the Gods: gain 4 sec of resistance
Corrupted Artifacts of the Demons: inflict 3 stacks of poison for 5 sec and 2 stacks of confusion for 4 sec
Hidden Powers of the Artifacts: knockdown all hit enemies for 2 sec
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F3 (Reforge the Crystal Star)
Reforge a crystal mace hardened by planet's core to perform a heavy slam to damage enemies in front of you and stun them.
Casting time: 3/4 sec
Cooldown: 35 sec
Adrenaline cost: 20
Range: 300
Damage: 500 (scales with power)
Stun: 2 sec
Blessed Artifacts of the Gods: gain 4 sec of retaliation
Corrupted Artifacts of the Demons: inflict 2 stack of confusion for 6 sec and 10 stacks of vulnerability for 6 sec
Hidden Powers of the Artifacts: create a lightning combo field in front of you for 3 sec which will destroy enemy projectiles
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F4 (Reforge the Star Cleaver)
Reforge a cosmic axe of celestials and leap to your target (or leap forward) performing AOE attack against all enemies in area of your target.
Casting time: 3/4 sec
Cooldown: 35 sec
Adrenaline cost: 20
Range: 1200
Radius: 200
Damage: 650 (scales with power)
Leap combo finisher
Blessed Artifacts of the Gods: gain 6 sec of fury
Corrupted Artifacts of the Demons: inflict 4 stacks of bleeding for 10 sec
Hidden Powers of the Artifacts: instantly refresh this ability if this ability hits at least 4 enemies
Focus 4 (Sharing the Will of the Keepers)
Grant might, fury and swiftness to yourself and one closest ally.
Casting time: instant
Cooldown: 15 sec
Radius: 600
Might: 3 stacks for 10 sec
Fury: 6 sec
Swiftness: 12 sec
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Focus 5 (Bind the Intruders)
Grant protection to yourself and bind up to 2 closest enemies. If bound enemy moves more than certain distance from you, then he/she will get inflicted by torment and cripple.
Casting time: 3/4 sec
Cooldown: 25 sec
Radius: 600
Protection: 6 sec
Duration of bind: 5 sec
Range threshold: 600
Torment: 4 stacks for 10 sec
Cripple: 6 sec
Healing Artifact (Legendary Ring of Restoration)
Heal yourself. Gain bonus healing for every boon on you. This ability can be used while you are disabled, but it will not brake these disables.
Casting time: 3/4 sec
Cooldown: 30 sec
Healing: 3500 (scales with healing power)
Bonus healing per unique boon: 500 (Scales with healing power)
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Utility Artifact 1 (Legendary Cloak of Thieves)
Evade all attacks and remove movement impairing condition (cripple, chill, immobilize) from yourself. This ability can be used while you are disabled, but it will not brake these disables.
Casting time: 1/4 sec
Cooldown: 30 sec
Evasion: 2 sec
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Utility Artifact 2 (Legendary Boots of the Titans)
Perform blast finisher 3 times at your current location. This ability can be used while you are disabled, but it will not brake these disables.
Casting time: 1/2 sec
Cooldown: 20 sec
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Utility Artifact 3 (Legendary Gloves of the Lightning Molding)
Create lightning field under your feet and daze nearby enemies. This ability can be used while you are disabled, but it will not brake these disables.
Casting time: 1/2 sec
Cooldown: 30 sec
Radius: 240
Duration: 5 sec
Daze: 1 sec
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Utility Artifact 4 (Legendary Helmet of the Courageous)
Gain an unique effect protecting you from fear, daze, stun and confusion. This ability is a stunbreaker.
Casting time: instant
Cooldown: 60 sec
Duration: 5 sec
Stunbreaker
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Elite Artifact (Legendary Armory)
Gain an unique effect protecting you from boon removal and it will grant adrenaline every time you gain a boon. This ability is also affected by your grandmaster trait.
Casting time: instant
Cooldown: 90 sec
Duration: 5 sec
Adrenaline per boon: 2
Blessed Artifacts of the Gods: grant 5 stacks of stability for 5 sec
Corrupted Artifacts of the Demons: instead of protecting you from boon removal, it will now instead prevent condition removal form nearby enemies (radius: 300) and grant adrenaline when you inflict a condition instead
Hidden Powers of the Artifacts: reduce all damage you take by 33% while this ability last
Theme: colossal powerhouse with massive AOE and rapid growth in power while fighting. I wanted to make something who either focus exclusively on offense or exclusively on defense. Someone who can't just build both and deal good damage and self-healing, and would rather build only for single purpose.
Adept Minor Trait (Tree Wielding Colossus of Doom)
Unlock Staff and allow you to use Calamities.
Increase your maximum adrenaline by 10.
Adept Major Trait Line Major Trait 1 (Might for Mighty)
Might on you will grant you bonus 10 precision and 10 ferocity per stack of might. Major Trait 2 (Muscle of Steel)
Might on you will grant bonus 10 toughness and 10 healing power per stack of might. Major Trait 3 (Living Disaster)
Might on you will grant bonus 20 condition damage per stack of might.
Master Minor Trait (Lust for Worthy Battle)
Gain 1 stack of might for 10 sec every 5 sec while you are in combat.
Master Major Trait Line Major Trait 4 (Remove Limiter)
Increase direct damage of your burst skills by 10%. Major Trait 5 (Flesh to Steel)
Using one of your burst skills will grant you protection for 5 sec and resistance for 2 sec. Cooldown: 12 sec. Major Trait 6 (Unnatural Calamity)
Conditions and disables inflicted by your burst skills and Calamities will last 20% longer.
Grandmaster Minor Trait (Might Above the Thousand Men)
Your burst skills grant you 10 stacks of might for 10 sec.
Grandmaster Major Trait Line Major Trait 7 (Growing Colossus)
Your Staff damaging abilities will deal 1% more damage per stack of might on you. Major Trait 8 (Only the Hardest Steel)
Gain 200 toughness while wielding an off-hand weapon. Gain 100 concentration while wielding two-handed weapon. Major Trait 9 (Disaster Bringer)
Inflicting a condition with one of your weapon abilities will deal 80 (scale with condition damage) instant damage to affected enemies. Cooldown: 1 sec.
Staff Burst (Savage Tornado)
Hit all enemies around you with devastating blow, blind and cripple them. Deal more damage at higher adrenaline. This ability have bonus ferocity.
Casting time: 3/4 sec
Cooldown: 8 sec
Radius: 400
Level 1 damage: 450 (scales with power)
Level 2 damage: 550 (scales with power)
Level 3 damage: 650 (scales with power)
Level 4 damage: 750 (scales with power)
Blind: 5 sec
Cripple: 5 sec
Bonus ferocity: 300
Whirl combo finisher
F2 (Colossal Will)
Enter special state for a duration based on adrenaline used. While in this state boons on you can't be removed and you periodically gain might.
Casting time: instant
Cooldown: 30 sec
Level 1 duration: 4 sec
Level 2 duration: 5 sec
Level 3 duration: 6 sec
Level 4 duration: 7 sec
Might per sec: 2 stacks for 8 sec
Staff 1 (Force Bringer)
First hit of two hit chain. Swing at your target hitting several enemies in front of you.
Casting time: 1/2 sec
Targets hit: up to 5
Damage: 500 (scales with power)
Range: 200
Staff 1 (Force Slam)
Second hit of two hit chain. Slam your staff in front of you dealing damage to all enemies. Cripple enemies on critical strike.
Casting time: 1/2 sec
Damage: 600 (scales with power)
Range: 200
Cripple: 3 sec
Staff 2 (Shoulder Rush)
Rush a short distance dealing damage to all enemies you encounter and knock them back.
Casting time: instant
Cooldown: 10 sec
Damage: 300 (scales with power)
Range: 450
Knock back distance: 300
Staff 3 (World Break)
Gather all your might into one massive hit while channeling. When you fully channel this ability perform an attack against all foes in front of you. You can reactive this ability to perform the attack early.
Casting time: instant
Channel duration: 2 sec
Cooldown: 10 sec
Damage: 300 - 900 (scales with power)
Range: 300
Blast combo finisher
Staff 4 (Soil Destroyer)
Slam your staff into the ground creating a dust cloud which blinds enemies who remain in the cloud and the cloud destroys projectiles.
Casting time: 3/4 sec
Cooldown: 15 sec
Duration: 4 sec
Blind per sec: 1 sec
Radius: 300
Smoke combo field
Staff 5 (Bad Luck Wave)
Project heavy wave of negative energy in front of you inflicting torment and confusion on enemies hit.
Casting time: 1 sec
Cooldown: 8 sec
Torment: 3 stacks for 5 sec
Confusion: 1 stack for 5 sec
Range: 600
Calamity healing (Stomp and Quake)
Heal yourself and shake the ground beneath your feet hitting enemies, cripple and weaken them.
Casting time: 3/4 sec
Cooldown: 25 sec
Healing: 5000 (scales with healing power)
Radius: 600
Damage: 100 (scales with power)
Cripple: 5 sec
Weakness: 5 sec
Blast combo finisher
Calamity utility 1 (Bringer of Ice-age)
Cause a blizzard to fall down at your current location chilling and damaging enemies every second.
Casting time: 3/4 sec
Cooldown: 30 sec
Damage per sec: 200 (scales with condition damage)
Chill per sec: 3 sec
Radius: 600
Duration: 3 sec
Ice combo field
Calamity utility 2 (Bringer of Eruption)
Cause fiery lava to erupt beneath your feet at your current location damaging and burning enemies every second.
Casting time: 3/4
Cooldown: 30 sec
Damage per sec: 100 (scales with condition damage)
Burn per sec: 2 stacks for 3 sec
Radius: 600
Duration: 3 sec
Fire combo field
Stunbreaker
Calamity utility 3 (Bringer of the Mists)
Tear a rift open at your current location cause vile mist to rush around it dealing damage to nearby enemies and inflict torment on them every second.
Casting time: 3/4
Cooldown: 30 sec
Damage per sec: 150 (scales with condition damage)
Torment per sec: 2 stacks for 6 sec
Radius: 600
Duration: 3 sec
Dark combo field
Calamity utility 4 (Bringer of the Storm)
Cause massive winds to swirl in your current location creating area in which every enemy who enter this area get knocked out of this area.
Casting time: 3/4 sec
Cooldown: 30 sec
Radius: 450
Duration: 3 sec
Lightning combo field
Calamity elite (Bringer of the End of the World)
Cause a gravitational anomaly to manifest itself at your current location dealing damage to nearby enemies, inflict slow, vulnerability and confusion on them every second.
Casting time: instant
Cooldown: 80 sec
Damage per sec: 200 (scales with power and condition damage)
Slow per sec: 1 sec
Vulnerability per sec: 5 stacks for 10 sec
Confusion per sec: 1 stack for 5 sec
Radius: 600
Duration: 3 sec
Ethereal combo field
Theme: musician focused on magic of will and sound.
Builds:
1) Power bruiser build focused on dealing power damage and healing yourself;
2) Support build focused on healing nearby allies;
3) Condition build focused on control, condition transfer and confusion.
Adept Minor Trait (Tuned for Combat)
Unlock Shortbow and allow you to use Melody abilities.
Replace Shatter abilities with with Festival abilities.
Gain 1 Tempo when you summon a clone. Your Festival abilities will turn all your clones into Tempo and will consume all your Tempo. You can have up to 6 tempo, but you now can only have up to 2 clones at one time. Lose all Tempo when you exit combat.
Adept Major Trait Line Major Trait 1 (Slow Notes)
Your Shortbow 1 have 25% chance to slow an enemy on hit for 1 sec. Slows you inflict will last 33% longer on weakened enemies. Major Trait 2 (Refreshing Tune)
When you grant regeneration to yourself then grant regeneration for 3 sec to nearby allies. Radius: 600. Major Trait 3 (Deadly Charms)
Disabling an enemy will also corrupt 1 boon on it. Cooldown: 2 sec.
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Master Minor Trait (Accent)
Gain 100 concentration and 100 expertise.
Master Major Trait Line Major Trait 4 (Demoralizing March)
Deal 7% more damage to weakened enemies. Major Trait 5 (Healing Melodies)
Take 3% less damage while you have regeneration. Increase regeneration duration on you by 20%. Major Trait 6 (Melodies of War)
Your Melody abilities will also inflict 1 stack of confusion for 5 sec on affected enemies. Direct healing done by your Healing Melody becomes 20% greater.
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Grandmaster Minor Trait (Attune to Life)
When you heal yourself you also heal nearby allies for 10% of healing you took. Double this effect when you heal yourself through regeneration.
Grandmaster Major Trait Line Major Trait 7 (Aria for the Weak)
Steal 1 boon from an enemy you inflict weakness or slow on. Cooldown: 4 sec. Major Trait 8 (Bard of Light)
Increase your healing power by 100 and gain 30 bonus healing power for each nearby ally (illusions and minions doesn't count). Radius: 600. Major Trait 9 (Cleansing Festivals)
Your Festival abilities transfer 1 condition from you to nearby enemies when you trigger them. Radius: 600.
Shortbow 1 (Magical Note)
Release slow moving magical note at your target and hit first enemy it comes into contact with. Then, this note rapidly bounce back at you and heal you for some health.
Casting time: 3/4 sec
Range: 600
Damage: 400 (scales with power)
Healing: 100 (scales with healing power)
This ability have 20% chance to summon a clone
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Shortbow 2 (Special Notes)
Release several magical notes to either health nearby allies or weaken nearby enemies.
Casting time: 1/2 sec
Cooldown: 10 sec
Radius: 600
Target's effected: up to 6
Healing: 250 (scales with healing power)
Weakness: 2 sec
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Shortbow 3 (Phantasmal Musician)
Phantasm. Summon a phantasm which will perform a symphony granting boons to nearby allies.
Casting time: instant
Channel duration: 2 sec (done by your phantasm)
Cooldown: 30 sec
Radius: 600
First pulse: 1 stack of stability for 2 sec
Second pulse: 2 sec of resistance
Third pulse: 2 sec of protection
Forth pulse: 2 sec of regeneration
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Shortbow 4 (Perfect Tuning)
Tune with your surroundings reflecting light to gain stealth and remove up to two damaging conditions from yourself. Leave a clone after yourself.
Casting time: instant
Cooldown: 20 sec
Stealth duration: 2 sec
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Shortbow 5 (Bewitching Note)
Stun your target with demoralizing note and confuse your target.
Casting time: 3/4 sec
Cooldown: 25
Range: 600
Stun: 3 sec
Confusion: 4 stacks for 6 sec
F1 (Festival of Power)
Consume all your tempo to create a festival at your current location. This festival will deal damage to enemies inside of this area every second. The more tempo you consume the bigger radius and damage of this festival will be.
Casting time: instant
Cooldown: 20 sec
Duration: 3 sec
Tempo 1 radius: 350
Tempo 2 radius: 400
Tempo 3 radius: 450
Tempo 4 radius: 500
Tempo 5 radius: 550
Tempo 6 radius: 600
Tempo 1 damage (3x): 400 (scales with power)
Tempo 2 damage (3x): 500 (scales with power)
Tempo 3 damage (3x): 600 (scales with power)
Tempo 4 damage (3x): 700 (scales with power)
Tempo 5 damage (3x): 800 (scales with power)
Tempo 6 damage (3x): 900 (scales with power)
F2 (Confusing Festival)
Consume all your tempo to create a festival at your current location. This festival will confuse enemies inside of this area every second. The more tempo you consume the bigger radius of festival will be and the more longer it will last.
Casting time: instant
Cooldown: 30 sec
Confusion per sec: 1 stack for 4 sec
Tempo 1 radius: 350
Tempo 2 radius: 400
Tempo 3 radius: 450
Tempo 4 radius: 500
Tempo 5 radius: 550
Tempo 6 radius: 600
Tempo 1 duration: 1 sec
Tempo 2 duration: 2 sec
Tempo 3 duration: 3 sec
Tempo 4 duration: 4 sec
Tempo 5 duration: 5 sec
Tempo 6 duration: 6 sec
F3 (Festival of Chaos)
Consume all your tempo to create a festival at your current location. This festival will have chance to daze enemies inside of this area every second. The more tempo you consume the bigger radius and chance to daze of this festival will be.
Casting time: instant
Cooldown: 50 sec
Daze: 1 sec
Duration: 2 sec
Tempo 1 radius: 350
Tempo 2 radius: 400
Tempo 3 radius: 450
Tempo 4 radius: 500
Tempo 5 radius: 550
Tempo 6 radius: 600
Tempo 1 chance: 25%
Tempo 2 chance: 40%
Tempo 3 chance: 55%
Tempo 4 chance: 70%
Tempo 5 chance: 85%
Tempo 6 chance: 100%
F4 (Festival of Inspiration)
Consume all your tempo to create a festival at your current location. This festival will grant distortion to allies and heal them every second. The more tempo you consume the bigger radius of this festival will be and the more it will heal.
Casting time: instant
Cooldown: 70 sec
Distortion: 1 and 1/2 sec
Duration: 3 sec
Tempo 1 radius: 350
Tempo 2 radius: 400
Tempo 3 radius: 450
Tempo 4 radius: 500
Tempo 5 radius: 550
Tempo 6 radius: 600
Tempo 1 healing over duration: 500 (scale with healing power)
Tempo 2 healing over duration: 650 (scale with healing power)
Tempo 3 healing over duration: 800 (scale with healing power)
Tempo 4 healing over duration: 950 (scale with healing power)
Tempo 5 healing over duration: 1100 (scale with healing power)
Tempo 6 healing over duration: 1250 (scale with healing power)
Healing Melody (Melody of Regeneration)
Heal yourself instantly and after short delay release tune of harmony granting regeneration to you and nearby allies.
Casting time: instant
Cooldown: 40 sec
Radius: 600
Healing: 4000 (scale with healing power)
Delay: 3 sec
Regeneration to yourself: 10 sec
Regeneration to nearby allies: 4 sec
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Utility Melody 1 (Melody of Weakness)
After delay release demoralizing tune inflicting weakness and immobilize on nearby enemies.
Casting time: instant
Cooldown: 30 sec
Radius: 600
Delay: 2 sec
Weakness: 3 sec
Immobilize: 1 sec
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Utility Melody 2 (Melody of Duality)
After delay release special tune damaging nearby enemies and heal nearby allies.
Casting time: instant
Cooldown: 35 sec
Radius: 600
Delay: 2 sec
Damage: 550 (scales with power)
Healing: 350 (scales with healing power)
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Utility Melody 3 (Melody of the Basilisk)
After delay release shocking tune stunning nearby enemies.
Casting time: instant
Cooldown: 40 sec
Radius: 600
Delay: 2 sec
Stun: 2 sec
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Utility Melody 4 (Melody of Ailments)
After delay release shinning tune removing 1 condition from nearby allies and corrupting 1 boon on nearby enemies.
Casting time: instant
Cooldown: 20 sec
Radius: 600
Delay: 2 sec
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Elite Melody (Legendary Melody)
After delay release legendary tune slowing, weakening and damaging nearby enemies while also granting regeneration to nearby allies.
NAME : WEAPON MAGE (temporary name, i'm open to suggestions ) LORE: Ritualists from Cantha once knew how to imbue weapon with powerful magic and energy. Most of their knowledge had been lost but Tyrian Mages recovered what was left. By combining with their own art, they made extraordinary improvements in enchantment spells. But the art only reached its top after it was mastered by those who could make the most of it: the fighters. Those who chose to study it turned it into an instinctive, powerful form of magic that matched perfectly their needs and takes benefits from the particular links those fighters had with their weapon.
PRINCIPLE : DPS-oriented specialization wich is pretty good at ignoring debuff and adversaries' protection. Also possesses a support component with some traits.
PROFESSION MECHANIC : Call of weapons: The weapon mage gain access to special slot in the equipment panel that can be filled with a main-hand or two handed weapon. He can use the burst skill "Call of weapons" (F2): wield your extra weapon for 10s and gain quickness(4s). Recharge weapon snap for nearby allies (radius: 180). Snaping weapon cancels the effect.
Adrenaline cost: 10. Cooldown: 25s. Cast: instant
Notes: it is considered a weapon snap for traits, sigils, ect,... if the warrior takes a main hand weapon, he keeps his current off-hand weapon if he has one, or the one of his other set if there is one.
NEW WEAPON: STAFF: a brillant weapon when correctly wielded, whose magic potential advantages the weapon mage's incantation. Offers a good set of defensive and offensive skills. All attaks have a range of 180.
Burst: Deadly point: Charge your foe (range 900), ignoring movement impeding conditions and impale him. Leap finisher.
Damage increase with the level of adrenaline (2.0 , 2.5 , 3.0)
1 Staff thrust: hit your foe with the point of the staff. (cast 1/2, damage 0.8)
Staff swing: hit your foe with a swing of the the staff. (cast 1/2, damage 0.8)
Staff strike: bash your foe with a powerful blow from above, ganting you fury (3s). (cast 1/2, damage 1.1)
the whole sequence takes 2.2s. All attaks cleave.
2 Guard breaker: unblockable staff strike (damage 0.7). Remove stability and aegis. Inflict vulnerability instead (5 stacks, 8s) for each of these boon not on the target.
(cast 3/4, cooldown 8s). 2 targets.
3 Mace staff: Strike your ennemy one the head, stunning them (1s). (cast: 3/4, cooldown 12s). 1 target
4 Slashing tornado: Rush continually toward your foe (similar to tsunami rush) and deliver a succession of slashing strikes (damage 5.0 (x10)). Cast: 2+1/2 s. Cooldown: 15s.) range: 450. Whirl finisher
5 Staff stance: Block incoming attacks for 2s. Gain retaliation(5s) at the end of the stance. (Cast 2, Cooldown 20s)
NEW SKILLS: WEAPON SPELLS: Those utility grant special effects to the player. Only one weapon spell can be active at a time. Once activated, a weapon spell skill can become a new skill depending on the weapon wielded.
healing skill: resilient weapon: 12s. Heal (1400) and gives endurance (10) every two seconds. Allied version: 500 heal and 5 endurance every two seconds.
cast 1/2, cooldown 30s. if sword: avenging blade: slash your foe two times, stealing life and transfering a condition with each strike.
Damage per strike: 0.6. Stealing per strike: 0.6. Healing per strike: 1000. cast 1/2, cooldown 12s if greatsword or spear: vital blade: Strike foes in front of you (1.2). You gain a barrier proportionnal to the number of power stacks you have (250 per stacks). cast 1/2, cooldown 12s
utility 1: splinter weapon: 12s. Your attacks deal damage to your target and foes surrounding it (radius 180, 5 target max). Damage: 0.3 . Allied version: Damage 0.15. cast 1/2, cooldown 45s. if longbow: furious volley: Taunt your target (3/2s) and shot a volley of six arrows to him. (damage 2.1, range 1200). The blast of splinter weapon inflicts burning (2s).
cast 3/2 s , cooldown 12s if axe: spinning axe: Throw an axe that bounce up to three foes before returning to you (range 900, damage 0.8). Pull the ennemies within the range threshold (450). Grant swiftness (5s). cast 1/2, cooldown 12s
utility 2: merciless weapon: Your attacks corrupts boons into vulnerability (5 stacks for 8s). Conditions durations and disabling effects duration are increased against boonless foes (+20%). 3s of interval. allied version: 4s of interval, +10% duration. cast 1/2, cooldown 45s. if rifle or harpoon gun: fatal shot: inflict fear to your target (2s) then fire a deadly shot that poison him (8s). Damage and stacks of poison increase with range (0-300/300-600/600-900/900-1200). Damage: 1.0/1.4/1.8/2.2, poison: 2/3/4/5. cast 1+1/4s, cooldown 12s if mace: ensured breaking: Charge your foe (range 900), immobilize him when close enough (300) and strike him (damage 1.8). Destroy the totality of a barrier. cooldown 12s
*utility 3: unyielding weapon: 12s. You are immune to weakness, blind, fear and slow. allied version: immune to weakness and blind. cast 1/2, cooldown 60s.
_if staff: control pain:_ Break out of stun and gain 50% condition damage reduction(8s). Gain power (2 stacks, 8s) when you lose an alteration.
cast instant, cooldown 12s
_if shield: cautious move:_ Raise your shield to defend yorselves for 8s. When you're disabled while casting a skill, the effect is canceld, you strike your foe with your shield (cast 1/2, damage 1.0), the cooldown of your skill is reset and you immediatly begin to recast it. The effect is canceled if you no longer wield a shield. cast instant, cooldown 12s
utility 4: warmonger weapon: 12s. Your attacks daze foes (1/2s, interval: 3s). Grant you power (3 stacks, 6s) when you interrupt a foe. allied version: interval 6s cast 1/2, cooldown 60s. if hammer: quick metal: Strike your foe several times with a surprisingly light hammer, inflicting daze (1/2s) with each strike. (damage: 2.5 (x5))
cast 2+1/2s, cooldown 12s if warhorn: storm of war: Invoke a zone of instable climate on your position (radius 300). Inflict damage to foes inside and chills them(1s). (Damage: 3.2 (x8)). Grant stealth (3s) to allies present in the zone when activated. Projectiles entering the area are destroyed. Ice field combo. cast 1s, cooldown 12s
elite skill: armor spell: 12s. Grant you alacrity (2s) and retaliation(2s) every two seconds. Your boons cannot be removed, stolen or corrupted. Allied version: 1s of alacrity and retaliation every 2s. cast 1s, cooldown 120s.
bonus compétence: OPEN TO SUGGESTIONS
TRAITS: Minor traits increase damage. Line 1 provide defense. Line 2 is focused on weapon spell and support. Lin 3 is for call of weapons and boons.
minor proficiency: staff proficiency you can wield staffs
minor adept: enhanced weapon: you cain access to weapon spells and call of weapons
major adept 1: weapon of shadow: your attacks inflict blind (4s) (cooldown 10s)
major adept 2: weapon of renewal: weapon spell grant regeneration(5s) and adrenaline(5) when granted.
major adept 3: weapon blessing: convert 7% of your power into concentration
minor master: weapon link: you gain a stack of weapon link every second for 12s while affected by a weapon spell or call of weapons. Each stack increase by 1% your outgoing damage and critical hit chance. 10 stack max.
major master 1: weapon of agression: increase your attack speed by 15% while affected by a weapon spell or call of weapons. Staff skills cooldown is reduced by 20%.
major master 2: gift of weapons: when you activate a weapon spell, also affects nearby allies (radius 240) with lesser effects.
major master 3: guided weapon: after snaping weapons or activating call of weapons, your attacks cannot be blocked or dodged for 2s. (cooldown: 9s).
minor grandmaster: weapons master: while affected by a weapon spell or call of weapons, you gain bonus stats depending on weapons wielded (cumulable): sword +120 condition damage, axe +120 précision, mace +120 power, greatsword/spear +240 ferocity, hammer +120 power and +120 ferocity, longbow +120 condition damage and +120 expertise, rifle/harpoon gun +120 power and +120 précision, staff +120 power and +120 concentration, shield +120 toughness, warhorn +120 concentration
major grandmaster 1: vengeful weapon: when struck below 50% health, you break out of stun and gain a charge or revenge for 10s, allowing you to steal life with your next successful attack, depending on how much life you have lost. Damage: 15% missing life, Heal: 25% missing life. Cooldown: 45s.
major grandmaster 2: Reinforced weapons: you can be affected by two weapon spells at a time. Weapon spell bonus skills recharge 33% faster.
major grandmaster 3: Weapon of warding: activating call of weapons grant you 10 adrenaline and boons (protection, resistance and 3 charges of stability for 4s).
I also had an idea about about a warrior using companions like a weaper version of ranger's pet granting access to companions burst (which uses habilities from various professions). But on second thought, it would have been quite problematic to balance
Idea: A Magic Warrior or Eldritch Knight archetype, who utilises magic to enhance his combat skills. Is able to materialise legendary swords from history through the Mists.
Gameplay: Power based, mid-range, good CC and Defense potential, limited access to boons, slow movement.
Weapon: Greatsword
Weapon Skills:
1. Warp Slash: Magically lifts up and strikes with the greatsword.
* Warp Cut: Strike again, from another direction.
* Warp Strike: The sword flies up and strikes from above. (Slow attack speed)
2. Seeker: The Warblade throws his greatsword, impaling enemies from range. (Projectile finisher, short CD.)
3. Blademist: The Warblade disappears into the Mists for a short period of time (evade, 0.5s), leaving misty silhouette behind, and 3 ghostly swords thrust at his location.
4. Vorpal Lock: Mid-range magic attack, summoning two swords in front of the enemy that blocks their way, interrupting and slowing them.
5. Enclose: Swings the greatsword in a circle around the caster, damaging surrounding enemies. (High damage, Whirl finisher)
Class mechanics:
F2: Empower
The Warblade empowers his/her next attack, but doubles its cooldown.
Utility:
Heal: Upkeep skill, healing the Warblade for a small amount while it is active. Utility 1: (legendary sword name) - Materialises a giant sword in front of the caster that blocks the next incoming attack. Utility 2: (legendary broken sword name) - Several sword-pieces rain down at the enemy (mid-range), crippling them. Utility 3: (legendary sword name2) - A giant sword crashes down to the battlefield in front of the caster, knocking back enemies. Elite: (ultimate legendary dual sword name) - Summons dual swords above the caster, for 3 seconds, attacks deal extra damage and the Warblade gaint protection and stability.
(This is just a general idea, without numbers or any maths involved, but I think it looks cool. I believe Renegade is missing a spec that allows it to shine without sacrificing too much from its utilities or dps.)
Elite Name: Samurai Class: **Thief
**Weapon unlocked: **2h sword
**Weapon Skills: -Slash: _relatively slow cone attack that does increased damage to a single target if there are no other targets.
_-Gouge: Faster attack, hits single target, interrupts if casting, (can be traited to cause bleed on interrupt) -Parry/counter: Hold up a defensive stance that blocks the next attack for X seconds. (becomes counter, which doesnt automatically cast, needs to be activated again within 2 seconds or reverts to Parry w/ longer cooldown) Slash downward, opening the target to advantage, pushing back if they are casting) If no attack is Parried, or if you don't cancel Parry (by pressing it again or moving), opens you up for disadvantage
Press: Move forward around target in whatever direction you press (left has you quickly rotating around them to the left 90°, right does the same for the right side, forward has you run through them so you are 180° away) With advantage, automatically casts Gouge once you land/stop. Disengage/(with advantage)Engage (becomes Engage if you are at a distance, but does not enjoy the attack bonus without Advantage) Retreat/roll backward/ crouch into a defensive position and charge (with advantage casts Slash on arrival)
Skill Category unlocked: ** Tactics: stances without passives that give a bonus whenever you have advantage (or remove disadvantage). So you activate Tactic x and you have + Power when you have advantage, and then you activate Tactic Y and you lose +power, but now if you get advantage again while you already have advantage, you don't lose it (can be Traited to be able to store up to 2 more advantages). Tactic z might just give you advantage, or remove disadvantage, and if someone attacks you within a couple seconds after removing it, you gain advantage from the feint.
**Utility/Elite: ** Samurai: Take on the spiritual appearance of a great samurai warrior (basically gives you an almost barely visible ethereal set of armor for as long as it's active) And gain 5 stacks of advantage. 2 minute cooldown. (can be traited to reduce cooldown whenever advantage is used.
**Traits:: 2nd automatic trait gives 2h attack speed. 3rd gives Advantage whenever you kill someone. top row grants offensive bonus with advantage, bottom grants defensive bonus with advantage, middle grants decreased cooldowns on advantage use and minor defensive/offensive bonus without advantage F1 changes: Use/don't use advantage (also keeps track of advantage charges with hashmarks, and disadvantage with glowing red flame) allows you to only press your advantage at the opportune moment, or use it automatically the next time you use something that consumes it. Pressing the advantage gives you an offensive bonus if you leave it on, leaving it off will grant you an defensive bonus that stays even after you turn it on, as long as you turn it back off within 5 seconds. Role: Mobility tank/dps
**Mechanics: ** Advantage: grants access to additional, automatic abilities when advantage is pressed/ disadvantage: if struck after you gain disadvantage, interrupts current ability
Comments
I would love for them to add racial elite specs to make racial skills work for all classes. Maybe a Pve only thing.
Like for the last dragon fight alll the races banded together to share their secrets with each other allowing all races to use their unique abilities. Some would have to be reworked but overall we could make it work.
Make a trait line associated for each spec that adds some cool new features.
Sylvari spec could add extra healing and CC With vines and flowers
Norn would be awesome for a shapeshifting spec
Charr would add more guns and stuff
Asura would add golemancy
Humans is the hardest especially after this expansion
But they could share the blessings of the gods
I’d prefer if it would just be for the races and their skills would be useful but people would complain that they have to make a sylvari Mesmer or something
The thing is that the devs don't want to make races relevant and this idea would make races relevant.
The revenant e-spec that everybody is affraid to see.
Elite name: Seeker
Class: Revenant
Special mechanism: Using F2 let you take root, granting you barrier every second at the cost of not being able to move and with an upkeep cost of 9.
Weapon: Greatsword (Caladbolg skills... The skills embody the power of the natural elements.)
Weapon skills:
Legend: Riannoc
Utility/Elite:
Traits:
Up: Something that goes along the way of using the elements (GS trait, lightning proc with ICD, Fury/ferocity trait)
Mid: Some traits that tell riannoc story (Blessing of the mother tree = self buff, benevolence toward your companions = party buff, bitterness of being betrayed = debuffing foes)
Bot: Traits that define a sylvari and make use of take root (Bark skin = toughness buff, Gain retal when using take root, Riannoc legend skills last longer)
Role: All in all, a sylvari spec.
The revenant e-spec that I'd like to see
Elite name: Hunter
Class: Revenant
Special mechanism: Using F2 let you take the form of the owl (do not lock you out of your utilities) Upkeep 2
Weapon: Axe main hand
Weapon skills:
Legend: the owl
Utility/Elite:
Traits:
Up: Something that make use of being in owl form (25% movement speed while F2 active, Reduce condition duration while in F2, improve crit chance while in F2)
Mid: Some traits that revolve around stealth and reveal (grant regen to targets that you put in stealth, reveal foes in area when you use sound based skills, When you gain stealth, your next damaging skill will do more damage)
Bot: Traits that define a norn (loud: improve range of sound based skills, strong: improve power/damage while wielding an axe, carefree: immun to chill)
Role: All in all, a norn spec.
Class : Ranger
Elite : Misleader/Deceiver
Theme : The Ranger was teached the art of deception and manipulation by ghost lights in the woods and uses the helplessness of travelers that got lost in the wild for his/her own good, manipulating them until they will never find their way back out.
Weapon : Offhand Focus, getting mid range debuff and control abilities to further enhance melee range survivablity.
( OFF-TOPIC: Im not very good with dmg modifiers etc, so im not sure what numbers to put to the weapon skills. I imagine #5 hitting for around 4,5k CRIT on a berzerker/marauder power build IN PVP!
4#: Beneficial Block
Block incoming attacks for the next 3 seconds, if you dont get hit gain 25 endurance
Foes that you block get slowed
30 seconds cooldown
Slow (5 seconds)
5 Targets
5: Intellect Infiltration
Damage: 800 base (look @ OFF-TOPIC above)
Cast time: 1 1/2 seconds
The next weapon skill used by a foe has an 100% higher cooldown (skills #2-#5)
35 seconds cooldown
Projectile
Pierces
Range 600
3 Targets
Mechanics :
Rising Darkness
Your and your pets attacks induce unsecurities and fear in the hearts of the lost enemies, making them feel more and more helpless.
Every attack that hits (not getting blocked, evaded, blinded, invulned) will put a stack on the enemies hit. After reaching 12 stacks, blind the foe, reset the stacks.
One stack lasts for 3 seconds, the duration will refresh everytime a new stack is applied. (no internal cooldown)
Condition dmg ticks will not apply stacks.
Blind (3 seconds)
Skill Type : Manipulation
Heal:
Distracted Healing
Manipulate the enemies around you into thinking your pet is the bigger threat.
25 seconds cooldown
Cast time: 1 second
Your pet taunts the enemies around you
Heal: 4,800
Taunt (2 seconds)
Radius 600
5 Targets
Utility:
Mysterious Paths
Swap places with your pet, your next attack weakens your foe, your pets next attack slows your foe
30 seconds cooldown
Cast time: 1 second
Leap Finisher
Weakness (4 seconds)
Slow (2 seconds)
Hopeless Offensive
Foes that attack you will be blinded and slowed
(3 seconds duration to get activated)
25 seconds cooldown
Internal cooldown: 1 second
Blind (3 seconds)
Slowed (4 seconds)
Breaks stun
3 Targets
Selfish Exploitation
Steal 25 endurance from your foe. Gain an attack of opportunity if the foe does not have at least 25 endurance.
25 seconds cooldown
Cast time: 1 second
Chaotic Chimera
Your pets next 5 attacks will put a debuff on the foe it is attacking.
Attacking a foe that is debuffed, will daze him.
45 seconds cooldown
Debuff on foe: 3 seconds
Stacks on pet: 10 seconds
Internal cooldown for daze: 1 second
Daze: 1/4 seconds
Elite:
Panic
Manipulate the minds of your enemies, causing them to panic and run away in fear,
60 seconds cooldown
Cast time: 2 seconds
Remove Boon: Stability
Fear (3 seconds)
Radius 600
5 Targets
Traits :
Minor Adept:
Focus Proficiency
Ignis Fatuus
Gain access to Manipulations. Your connection to Ghost Lights gives you access to Rising Darkness , blinding foes with your attacks
Major Adept UP:
Weak Demoralization
Focus skills weaken foes around you, focus skills recharge faster
20% Recharge reduction
3 Targets
Radisu 450
Major Adept MID:
Protecting Insecurity
If your foe has more than 5 stacks of Ignis Fatuus, you take 15% less dmg from them
Major Adept DOWN:
Empowering Weakness
Deal 3% more dmg for each of the following conditions on your foe:
Weakness, Blind, Slow, Vulnerability
Minor Master:
"Go for the eye"
Your pets first attack after swapping blinds your weakens your foe (4 seconds)
Major Master UP:
Punishing Blunder
Attacks that miss you, inflict cripple
Internal Cooldown: 6 seconds
Cripple ( 3 seconds)
Major Master MID:
Gain Protection, when you reach 12 stacks Ignis Fatuus
Internal Cooldown: 20 seconds
Protection (4 seconds)
Major Master DOWN:
Rewarding Deception
When you use Manipulation skills, your next attack leeches health
Leech: 500
Minor Grandmaster:
Known Plight
Incoming Slow gets halfed in duration, Blind has half effectiveness (50% chance to miss), Weakness doesnt affect endurance regeneration
Major Grandmaster UP:
Degenerating Impact
Remove a boon when you hit a foe that has 3 or more of the following conditions: Slow, Blind, Weakness, Vulnerability
Internal Cooldown: 9 seconds
Major Grandmaster MID:
Loosing Hope
Foes that attack you with 4 or more conditions get slowed
Internal Cooldown: 6 seconds
Slow (4 seconds)
Major Grandmaster DOWN:
Blind Rage
Whenever you blind a foe, gain Fury
Internal Cooldown: 8 seconds
Fury (4 seconds)
I always thought about a good debuffer in GW2 and i thought i´d give it a go.
Im sure numbers/cooldowns etc have to be tweaked a lot, i dont wont to release another overpowered spec into this game, but more ppl are better in seeing potential overpowered and underpowered traits/skills/etc.
UP trait line should be supportive, MID defensive and DOWN offensive
Let me know what you think about this
we want to be strong and cool at same time like other classes let us be bro
we want to be strong and cool at same time like other classes let us be bro
Elite name: Duplicator
Class: Mesmer
F changes: Now you can summon 5 clones.
Weapon: Warhorn (Gjallarhorn)
Weapon skills
Wraped Shout : You and all of your illusions and phantasms gain boons (superspeed, fury, might, retaliation) for a period of time.
Army of Replicas : Blowing your warhorn summons 5 illusions with fury to attack your opponent. Army of Replicas will also replace your active illusions with new ones causing the old ones to shatter at their locations damaging opponents.
Warhorn also amplifies your 3 skill depending the weapon you have on main hand.
Sword: Now spawns 2 clones to your target. Pressing it again will make you swap positions with your clone immobilizing your opponent (holds 2 charges, once for every clone spawned).
Scepter: Confusing Images now channel 2 extra beams. The 2 extra beams will target different enemies. If there are 2 enemies, then 2 beams will target the main foe and the third will target the other one. If there is only 1 enemy then all of them will target him.
Elite: Portals of Doom
3 portals open around your target. 2 hallucinations come out from the 2 portals on the side attacking your foe while dazing him. Then from the middle one a stronger hallucination critically attacks your target while transfering health from your opponent to you. The hallucinations have the appearance of your foe and dont take damage.
Elite name: Shadow
Class: Thief
F1 changes: No change
special mechanism: Shadow form: the shadow cannot enter stealth, instead whenever it should be stealthed it enter shadow form. Lose access to stealth attack. Shadow form is not affected by reveal however, it retain all traits effect related to stealth.
Weapon: focus
Weapon skills:
Skill category unlocked: well or consecration
Utility/Elite:
A set of aoe utility skills that lay dark fields.
Traits:
Minor: 1st become a shadow!
2nd Being in shadow form while down revive you for a %age of your life every seconds.
3rd Whenever you are in a dark field you have the revealed debuff.
Shadow form line
Up: Impairing movement conditions have reduce duration on you when you are in shadow form
2nd gain vitality while wielding a focus, gain vitality based on a portion of your power (10%)
3rd You gain 50% critical hit chance while in shadow form
Dark fields line
Mid: Well/consecration last longer and have a shorter CD.
2nd standing in a dark field grant you a charge of evasion that allow you to evade automatically the next incoming hit. ICD 4 seconds
3rd Combos in dark fields are 50% more effective.
Reveal line
Bot: reveal last twice as long on you.
2nd Whenever you are revealed, gain ferocity.
3rd Your dark fields reveal stealthed foes that step into them.
Role: This is a tanky line whose goal is to transform you into a thief that hunt thieves. The shadows have no secrets for you and you rule over the darkness.
Here I go again.
Warrior - Corsair
Theme and Role
The Corsair is a Warrior who has learned the ways of naval warfare from the epitome Corsairs of Elona and Lion's Arch. Taking the skills and values of seafaring privateers, scoundrels and buccaneers with them even onto land, the Corsair has learned several harsh lessons about the world. Everything changes on a whim, you can never trust what your eyes can see and fair play is for fairy tales. Misfortune befalls everyone, and only those ready and willing to meet it will walk away alive in the end.
The Corsair can be seen as a Warrior's take on Thief. It adopts a versatile and deceptive fighting style, but retains the heavy-armored fighter's penchant for being in their opponent's face, though that doesn't stop them from landing the occasional cheap shot when the opponent isn't looking. The Corsair is a Direct Damage Burst profession that gains access to a huge arsenal of weapon skills to choose from with their two Combat Forms. While fighting, the Corsair accumulates Pieces o' Eight, empowering themselves further with each weapon skill used. They build around swapping weapons and forms often, having several tricks and traits for renewing their cooldowns in order to lay the hurt on enemies. Corsair synergizes greatly with Discipline and Adrenaline-dependant traits, but can also work as an alternative to the former trait-line.
Mechanic: Duelist and Skirmisher Forms; Pieces o’ Eight
The Corsair has adapted to naval warfare, where you at one point might find yourself fighting on deck surrounded by enemies, while before you know it find yourself below deck in cramped spaces with barely enough room to swing a blade. In order to thrive and survive this environment, the Corsair has gone the extra mile to learn not one, but two different fighting styles with each Main-hand weapon.
Pressing F2 in combat swaps Combat Forms between Duelist and Skirmisher Form, each changing the 3 first Weapon skills on the Main-hand or Two-handed weapon. Each weapon defaults to one or the other as its original set of skills. Duelist weapon skills focus around fighting a single, powerful enemy. Skirmisher focuses on fighting against many opponents simultaneously.
Aside from this, the Corsair amasses a stacking buff called Pieces o’ Eight whenever they strike an enemy with a Weapon Skill with a Cooldown attached to it. Each stack of this buff increases their Damage by 2% for 8s and naturally stacks to 8. After you gain a full Stack of Pieces o’ Eight, you cannot gain anymore stacks until the buff’s duration is up.
New Duelist Forms
Axe
Greatsword
Hammer
Longbow
Spear
New Skirmisher Forms
Sword
Mace
Rifle
Harpoon Gun
Weapon: Main- and Offhand Pistol
The Corsair's weapon of choice is, no surprises, a pair of good Pistols. Due to their new mechanic of swapping forms mid-combat, their Pistols serve both as a medium-long range Single Target weapon and a Close-quarter AoE weapon, while the Off-hand Pistol gives them access to offensive CC and AoE Damage. The Pistols' greatest strength is the versatility they offer.
Main Hand: Duelist Form
Main Hand: Skirmisher Form
Off-hand
Burst Skill
Utility Skills: Tricks
If there is one important life lesson that the Corsair has taken to heart, it's this:
You can either fight fair, or you can fight to win
Most of the Corsair's tricks focus around hidden weapons or sudden, unexpected maneuvers to catch the opponent off-gaurd. Used when the enemy last suspects them, Trick skills can be used to completely overwhelm their defences or turn the tables on them when they grow careless.
Specialization Line
Minor Adept: Swashbuckler - Gain access to Duelist and Skirmisher Forms, Pieces o’ Eight mechanic and Trick Utility Skills.
Minor Master: On the Account - Swapping Weapon or Forms now grants you Quickness (2s) and refreshes the duration of all your Pieces o’ Eight stacks. ICD: 9s.
Minor Grandmaster: Black Spot - Deal 10% more Damage and gain extra Adrenaline while Flanking. Adrenaline: 1. ICD on Adrenaline gain: 1s.
Elite name: Warlock
Class: Necromancer
F1 changes: Warlock sorcery: gain a spellset with life force costs that count as being in shroud but without the protection of the shroud.
special mechanism: F2: Upkeep skill (4% LF/s, for the duration of the skill your LF is drained and you release an aura that reduce adjacent foes toughness.
Weapon: shield
Weapon skills:
Skill category unlocked: Spirit weapon
Utility/Elite:
Traits:
Minor: 1st become a warlock
2nd Using life force drain life around you.
3rd Gain life every second when F2 is active.
F2 line
Up: F2 also reduce you foes power.
2nd You gain might whenever you hit a foe affected by F2.
3rd You gain 2% life force whenever a foe affected by F2 hit you. (ICD 1 seconds)
Warlock sorcery's line
Mid: Gain frost aura upon entering warlock sorcery.
2nd Spirit weapon hit 2 more foes on cast, warlock sorcery's skill 2 cast scepter of profanation at the same time.
3rd You deal 20% more damage when you are using warlock sorcery.
Blind line
Bot: When you health drop under the treshold, use shield5. Shield skills recharge faster.
2nd Fearing a foe also blind it
3rd Blind don't wear down when you miss an attack. When you miss a hit due to blind, strike foes aroud you.
Role: A deadly spellcaster that use dark magic.
I don't think this is a place to react to the suggestions (I like reading them all btw
) but I think it's a really cool concept and would surely need some balancing 
I wanted to add, that I can totally see this as a e-spec for our mist-travelling revenant with daggers
(stealing nice necro-ideas since mallyx^^) but all this mist walking and stuff would fit. Daggers would also underline your "needle" and weak spot theme for the farseer
... we just have to find a fitting legend..maybe a norn shaman? or a necro?
)
Edgiest concept yet.
Thief - Shadowcaster
Theme and Role
The shadowcaster is a Thief who has gone down a studious route, focusing their effort on mastering the arcane aspects of their chosen profession, namely Shadow Arts. Unlike common thieves, the Shadowcaster has learned how to completely manipulate shadows and darkness, capable of solidifying the darkness within to turn into weapons and even transform their own shadow into a powerful companion.
The Shadowcaster introduces an Caster-inspired playstyle to Thieves focused around High Condition DPS, Debilitating Conditions and Life-stealing, while also gaining access to Fear through their Shadow Companion. It's primarily focused to consistently use Initiative to rain attacks at enemies from medium-range as opposed to the typical Hit-and-run playstyle of Thieves or the Dodge sustain of Daredevil, but isn't as stationary as Deadeye in return for having less immediate impact. It could be considered a Thief's take on Necromancer.
Mechanic: Shadow Companion, Shadow Play Skills
The Shadowcaster's mastery over shadow arts took an interesting turn when they learned to manifest their Shadow Companions. Drawing upon shadows and infusing them with malicious intent, the Shadowcaster creates an eldritch being made from shadows alone to Haunt a single enemy target. Shadow Companions look similar to Shadow Behemoths, just much smaller in scale.
The Shadowcaster replaces their F1 skill Steal with a new ability called Play, which marks a single enemy as their Shadow Companion's Playmate. Once marked, the Shadow Companion will reside within their shadow, marking them by making the target's Shadow darker and granting it a permanent, twisted grin as a tell. Every 5s, the Shadow Companion will appear from the Shadow to attack the marked target, dealing Damage to them. The Shadow Companion cannot be targeted by skills nor does it take any damage from attacks. Activating Play counts as activating Steal and triggers any traits relating to the F1 skill.
Once a target has been marked, the Shadowcaster gains access to an array of new F2-F5 skills. However, like Stolen Skills, each of these abilities can only be used Once until Play is recast. Improvisation lets the Shadowcaster use each of these flip-over skills Twice, with the exception of F5. All of these skills are instant cast.
Weapon: Scepter Main-hand
The Scepter is a weapon designed for both long- and medium-ranged combat. The First Weapon skill has a 1200 range on it, but subsequential skills only has a 900 range. This allows the Shadowcaster to engage and kite enemies at a long range, but requires some level of proximity to lay down their remaining skills. The Scepter is an AoE-focused Condition Damage Weapon, primarily focused around Bleeding and Torment, as well as Life-stealing for sustain.
Shadow Spike - Fire a spike of solid shadows at your target, Bleeding them on impact. If the enemy has Conditions over the threshold, create a Pulse around them that Stacks Torment on nearby enemies. Condition Threshold: 4. Acts as a Projectile Finisher (20%).
Quagmire - Create a pool of swirling Shadows at the target Area, Damaging enemies and Stealing health from them with each pulse. Acts as a Dark Field. Initiative Cost: 3.
Utility Skills: Shouts
Though they're technically shouts from a mechanical standpoint, the Shadowcaster's subletly and favor of stealth doesn't lend itself well to loud call-outs. Instead, Shadowcaster shouts are more akin to whispers in the dark, used as a focal point of their magic to command the shadows of the surrounding terrain and sometimes, even those of the enemy. Unlike other Profession Shouts, Shadowcaster shouts are mostly Targeted skills with a range of 600, though they remain instant cast for the most part.
Shadows must usually move as their owners command them... but what if the opposite were to be true as well? This is the foundation of a Shadowcaster's magic.
Specialization Line
The Specialization line are designed around 3 major paths: The first middle focuses around strengthening your newfound Shadow Companion, the lower focuses heavily on Sustain and Stealth, while the upper path primarily focuses on enhancing their Condition Damage and Attrition.
Minor Adept: Shadow Adept - Steal is replaced with Play, and you gain access to the Shadow Companion, Shadow Play skills and Shouts.
Minor Master: Rough Play - Your Shadow Companion steals Health from enemies it strikes and transfers it to you with each attack.
Minor Grandmaster: Stolen Life - You deal an additional 2% Condition Damage for each unique Condition on your target. Steal Health from an enemy when you stack a Damaging Condition on them.
See signature. Too lazy to copy paste lol.
Dancer - Elite Spec Concept for Mesmer
I must admit, I kind of like the Shadowcaster.
Haven't thought that either I myself, or somebody else could ever come up with a good Thief Spec Concept, that actually fits for a Thief using a Scepter, which feels like the Thief actualyl really beign more magical and like a Spellcaster that makes usage of Shadow/Dark Magic.
I like the combonation of basically the merging Concepts of a Shadowmancer, Puppet Play/Shadow Play and the Thieves' gameplay Elements, giving this way really the thief some kind of build concept, that would work well as a dark spellcaster, who is in control not only of its own shadow, but also forcefully controls the shadows of its enemies and plays with them, like puppets : D Gives this whole concept also some note of Voodo Magic lol xD
But I think the concept would be slightly better and more build diversive, by using the Focus, not the Scepter, cause Focus would allow 1 more Weapon Combination with the Mainhand Weapon, lettign the Mainhand Weapon in this case change the two Focus Skills, so that the Focus can have in this case for us not only 2, but 6 different Skills with 3 different Stealth Skills based on what Weapon is used in Mainhand together with the Focus.
Dagger/Focus = Shadow Thorn & Black Burst (sounds better than repeating too often a same word, in this case Shadow, Shadow, this, Shadow that, you know)
Pistol Focus = Spiral Bullet & Phantom Shot
Sword/Focus = Shadow Blades & Dark Replay
I've still also to complete my Summoner, that concept with its gameplay concept is such a behemoth ^^ but it would provide us in the end the most awesme possible summining class that would potentialyl be posisble, by combining the elementalists atunement system with the kit gameplay of the Engineer to let the Summoner have a really big repertoire of creatures to summon and its unique feature of Elemental Avatars for sacrifincingyour Servants , feels like beign the top of the iceberg lol
Feel like Ive presented so far like only 50% of that concept here xD cause have done so far only the Weapon Skills, Healing and Utility Skills mostly.
Still have to write up the Elite Skills, Traits and the Evelental Avatar gameplay to finish my Summoner
Elite Name: Nexus
Profession: Warrior
Weapon unlocked: Shield (Main-hand)
Weapon Skill: 1: Bashing cycle- ended with healing burst
Weapon Skill: 2: Shield throwing bumerang-style
Weapon Skill 3: Raising forcefield on front
Skill Category unlocked: Consecration
Healing Skill: Form area which gives Lifesteal for allies. Attacks inflicted by them heals you
Utility Skill 1: 1#Raise pillar pulsing regeneration and protection. Health of pillar scales with Vitality
2#Detonate pillar and cleanse conditions from Allies
Utility Skill 2: 1#Raise pillar which stealth allies and taunts enemies around it. Health of pillar scales with Vitality
2#Detonate pillar and aplly weakness to Enemies
Utility Skill 3: 1#Raise pillar which passively damage foes. Damage scales with Vitality
2#Detonate pillar and stun enemies around it
Utility Skill 4: 1# Raise Pillar which launches foes and heals Allies.
Elite: Create area which absorbs damage taken by your allies and redirects it to you. Gain Resistance and Greater Protection on Cast
Traits: Path focused on Pillars, Path focused on buffing linked Friend to Extreme and Bunker Path.
F1 changes: 1# Link with ally absorbing portion of damage he takes and give him 5% of your atribbutes. Gain Adrealine every times ally strikes or takes damage. (3 Bars)
2# Heal linked ally and grant him 50% of your Vitality as bonus damage on next few hits.
Role: Bunker/Support
Mechanics: Focused on helping others, tanking, buffing and healing
Others: Dodging replaced with close range teleport which cleanses conditions and heals allies at target zone. Only one bar.
Regarding Shadowcaster:
I did, initially, plan for Focus to be the centerpiece of the Espec because as Orpheal said it'd result in more combinations than Scepter. However, after some deliberation, I came to the conclusion that the main-hand weapon is generally more decisive when it comes to creating a new playstyle, and as my intent with the Shadowcaster was to move the Thief to a more traditional caster-style profession, Scepter eventually won out both conceptually and mechanically.
Speaking of casters, it's about time I got down to another one of those:
Mesmer - Esper
Theme and Role
The Esper is a Mesmer that has retreated back to the old roots of their magical arts, studying archaic practices about mind locking and mental projection that fell out of favor for Clones and Phantasms. Mixing the faded glory of past magic with the daredevil trailblazing of newfound magical approaches, the Esper turns their mental magic inwards on themselves instead of their opponents, strengthening their minds to the point where they become weapons in their own rights.
The Esper is a Power DPS, spike and lockdown spec that primarily focuses on dealing high damage to enemies that leave themselves open or that cluster together carelessly. It builds further on themes of domination and mind manipulation seen primarily in Mesmer's repertoire of stuns and dazes, working further to enhance their ability to capitalize on openings in the enemy's defense. Its design centers around Shatter skills in order to gain access to powerful Blade Command skills, and then cycling between their uses and Phantasm uptime through traits.
Mechanic: Psionic Blades and Blade Command Skills
The Esper creates powerful Psionic Blades from pure ether using only the powers of their mind, however to create these they first need a mold. These molds are their clones and phantasms, or rather the shattered remains of them once the Esper has initiated a Shatter skill.
For each Clone or Phantasm shattered, including themselves, the Esper creates 1 illusionary blade that hovers behind their back. Once 4 of these blades have been created, such as from a Full 3-clone Shatter, Their Shatter skills flip over into Blade Commands which consumes your blades in order to cause a devastating attack.
Each Blade Command has its own unique Cooldown, however there is no internal cooldown on gaining Psionic Blades through shattering. The Esper can still summon Illusions while they have their Blade Command skills flipped over, however until they activate a Blade Command skill they won't regain access to their Shatter skills.
Weapon: Shortbow
The Esper's shortbow is a trickster's weapon, playing as many mind games with your opponent's expectations as the Esper's power themselves. The Shortbow is a melee-focused weapon in their hands, having only supplementary ranged attacks primarily used to poke enemies or scale the distance between the Esper and the enemy.
Mind Slicer - If the enemy is within 130 units when Weapon Skill 1 is used, the Esper conjures forth an Illusionary blade to cleave nearby enemies with. These blades deal more damage to enemies not using a skill.
Double Entandré - Clone. Fire a quick arrow at your target, Teleporting yourself to their position and leaving behind a Clone that uses Illusionary Shot.
Phantasmal Knight - Phantasm. Fire a Piercing arrow that Interrupts enemies it strikes, summoning a Phantasmal Knight at your target's position that attacks them with a Flurry of Sword strikes, rapidly stacking Vulnerability. If this skill interrupts an enemy, gain access to Mirror Shot.
Illusionary Web - Fire a spread of 5 arrows connected by ethereal Webbing, Immobilizing all enemies struck.
Utility Skills: Cantrips
While the Elementalist's Cantrips were primarily designed as a last line of defense, the Esper's Cantrips are designed to be supplementary offensive skills used to set up combos, lock down enemies with sudden Disabling effects or punish careless enemies with quick counterspells. Thematically, Esper cantrips are designed around psionic abilities, such as telekinesis.
Specialization Line
Minor Adept: Psionic Architect - Gain access to Psionic Blades, Blade Commands and Cantrips.
Minor Master: Mind over Matter - Might additionally grants you Ferocity as well. Ferocity per Might: 10
Minor Grandmaster: Psionic Strength - You deal 5% more Damage for a short time whenever you create a Psionic Blade, for each Blade created. Stacks to 4. Duration: 8s.
@Theswede I quite like the Esper, that's a pretty good idea you got here. The corsair might be a bit to much to handle for the dev team, it's like 2 new e-spec in just on e-spec. the shadowcaster have some good vibe but I think that anet prefer minions that can be killed to minions that hide in the shadow of their targets.
New Elite Specs: **
**Revenant: Ritualist. - MH Scepter.
Guardian: Phalanx. - MH Spear/Trident.
Warrior: Lancer. - MH Polearm.
Necromancer: Summoner. - MH Polearm/Spear
Mesmer: Enchanter. - Longbow.
Elementalist: Wizard. - Gauntlets. _(fighting art style with hand-to-hand combat, but with elementalists power) _
Thief: Assassin. - Axe.
Ranger: Archer. - Spear.
Engineer: Zealot. - Polearm/Schyte
I'll edit each of the elite specs with more text as I am writing their skills, traits, etc whenever I got time,
@Dadnir.5038 The Corsair would definitely be a big undertaking on the dev team's part, given how many new skills it'd need. It'd be like the Weaver in that sense, so I tried to keep the skills it gained relatively simple as a result. Regardless, I do think it needs the addition of Combat Forms, as Pieces o' Eight as a stand-alone isn't really anything to call a new Profession Mechanic.
The reasoning behind my idea of an untargetable minion for the Shadowcaster was because of it's non-omnipresent behavior. While visually and thematically a summoned minion, mechanically it's more akin to a constant DoT that ticks every 5s instead of continuously, with the added (and limited) instances of Spike damage. Might require a look-over, but the companion's damage is primarily designed to be complimentory while passive, the real uses coming from the F2-F5 skills.
The Geist
Necromancer Elite
Weapon: Sword
Skills: Mantras
New Class Mechanic:
The Haunting Shroud
The Haunting Shroud engulfs a foe in the Geist's lifeforce, assuring that whatever is done to the Geist, their foe shares the same fate. Depleted lifeforce inflicts a portion of damage upon the haunted foe. Damage done to your lifeforce inflicts greater damage than lifeforce you consume, so it's in your best interest to get hit. It's like a hyper-focused retaliation that directs all incoming damage a single enemy (at a reduced output, not a 1:1 ratio.) Fully traited, the Shroud also greatly affects foes around your target.
Your shroud skills are in your F1-F5, allowing you to use all your skills while Haunting Shroud is active. It still acts as an extra health bar, though perhaps as a percentage reduction for balance's sake (since shroud depletion is now offensive) as opposed to 100% absorbing incoming blows. Either way works, but my assumption for this concept is 100% damage absorption through shroud.
Role:
The gist of the geist (hur hur) is to isolate and harry its target. Shroud skills, utilities, and traits are all designed to keep the Geist on top of its haunted foe while deterring their allies from staying near. The ultimate goal is to give stronger battlefield control in an offensive manner. The Geist has increased DPS specifically against their Haunted foe while still have a solid presence against surrounding enemies. The mantras provide a mix of defensive and mobility options, giving the Geist an "unstoppable horror-movie villain" feel. The haunted foe should feel pretty worried when that shroud settles around them.
The sword is condition-friendly, and the trait trees lean toward either condition damage, support, or defense/CC.
Sword Skills
Sword 1.
Sword 2:
Sword 3:
Utilities
Mantra of Inevitability : Unyielding. Undying. Unstoppable!
Healing
Prepare to heal and siphon life from your Haunted foe.
(GM Traited) Regenerates life force while charging the mantra.
Mantra of Shadows : Mystery. Secrecy. Tenacity!
Prepare to dash through the battlefields like a ghost.
(GM Traited) Grants stealth while charging the mantra.
Mantra of the Void : Empty. Boundless. Limitless!
Prepare to enter the void and shrug off material concerns.
(GM Traited) Reflect projectiles while charging the mantra.
Mantra of Whispers : Deceive. Enthrall. Corrupt!
Prepare to refresh yourself by corrupting your foes.
(GM Traited) Grants resistance while charging the mantra.
Mantra of the Spectre : Wrack. Vex. Harrow!
Prepare to escape your foes through ghastly mists.
(GM Traited) Grants superspeed while charging the mantra.
Mantra of Death : Reap. Raze. Ruin!
Elite
Prepare to bring death upon your foes as you suck the life from their souls.
(GM Traited) Grants alacrity while charging the mantra.
Shroud Skills
F1: Activate Haunting Shroud
Engulf your foe in a shrouded aura. A percentage of depleted lifeforce is redirected to them as damage. Damage inflicted on your lifeforce redirects higher damage than lifeforce expended on your skills. The shroud's radius for secondary effects is 600.
F2: Slayer's Gate
Shadowstep to your haunted foe, damaging and taunting them.
F3: Petrifying Terror
Immobilize and confuse your haunted foe. Surrounding foes inflicted with fear and confusion.
F4: Grip of Death
A vortex of agonizing shadows circles your haunted foe, damaging surrounding enemies before pulling them toward its center. Each successful pull restores life force.
F5: Spectral Prison
Place a ward around your haunted foe. Anyone caught within the ward is chilled and weakened.
Traits
Minor Proficiency : You can wield a sword in your main hand.
Minor Adept :
Major Adept
Minor Master
Major Master:
Minor Grandmaster
Major Grandmaster:
Last 3 in line. Maybe it's just me, but I've always felt like Guardian should've been a clear contender for Raid Tanking, what with all its defensive and protective thematics. However, throwing myself into designing a Guardian ESpec that could possibly replace a Chrono, I've found that's one heck of a tall order. But I think I did good with this one.
Guardian - Avenger
Theme and Role
The Avenger is a Guardian who burns with a fervent, unending vigil and fury. They are tireless protectors of the weak, and will visit nothing short of absolute, brutal and swift justice on those who seek to do their allies harm. They are no patient hunters like the Dragonhunters, nor do they focus on Supporting allies with Boons like the Firebrand does. No, The Avenger does as his name suggests and protects his allies by laying waste to enemies.
The Avenger is a Damage Tank archetype, but not in the sense of a Bruiser. While they definitely have Bruiser-esque inspirations, their real strength lies in the devastating amount of Damage they can dish out as long as they're the target of enemy attacks. Their new Parry mechanic lets them stand their ground and defend in intervalls rather than bursts, and through interactions between Parry, stances and traits they can Protect allies from any harm that might come their way, completely negating incoming damage in short bursts. As they're continuously attacked, the Avenger grows even more determined, and their courageous valor empowers both themselves and nearby allies.
Mechanic: Channeled Parry and Reprisal Skills
Avengers do not cower in the face of any adversary. Their steadfast legs will remain firmly planted on the ground, their back never touching it, so they don't Dodge attacks. They Parry them, turning the enemy's strength back on them.
Avengers replace their Dodge ability with a Channeled Parry ability. Initiating a Dodge will no longer cost an instant 50 Endurance nor Move the Avenger. Instead, initiating a Dodge causes them to channel a Parry, costing them 15 (25 in PvP) Endurance initially, followed by 50 Endurance per second while channeling (meaning they can Parry for a max of ~1.5s without canceling). Parry works as an Invulnerable effect, avoiding all incoming Damage and Attacks. However, attacks against a Parrying player are considered to be Blocked (even Unblockable attacks), triggering Traits, sigils and runes coming into effect when attacks are Blocked. Parry can be canceled by initiating a Dodge again, or by Activating any skill. Parry can still be used to Cancel any skill channel, same as Dodging. Parry carries an internal cooldown of 1/2s in between canceling and reactivating it, so there is a window of vulnerability if timed wrong.
Additionally, If the Avenger is attacked while Parrying, the Avenger gains access to Reprisal Skills, which flips over their first Weapon Skill after they Parry an incoming Attack. Reprisal Skills are punishing counter-attacks that strike incredibly fast, catching careless enemies off-guard. Reprisal Skills are also made accessible from normal Blocks (Such as through Weapon Skills or Aegis).
Weapon: Off-hand Sword
The Off-hand Sword is a No-nonsense weapon focused around Counter-attacking and CC. It grants the Avenger an AoE Pull for gathering enemies and pulsing AoE Damage, along with access to Retaliation and Aegis.
Utility Skills: Stances
Avenger Stances are much shorter in duration when compared to Warrior stances or even Soulbeast stances, however in return for the short durations they have a stronger immediate impact and shorter cooldowns, while also oftentimes affecting allies as well as the Avenger themselves. An Example is Protector's Stance, which makes all allies behind the Avenger Immune to Damage while they channel parry, allowing them to completely block off enemy attacks for their allies for a short time.
Specialization Line
The Avenger's Specialization line is themed after the three Virtues of a Guardian and the "flavor" of righteoussness they possess. The upper line is themed after Virtue of Justice and focuses heavily on punishing counter-offense, the middle line is themed after Virtue of Resolve and focuses heavily on sustain through Boons or Healing while the last line is themed after Virtue of Courage, focusing heavily on Damage mitigation.
Minor Adept: Avenger’s Promise - Your Dodge ability is replaced with a Channelled Parry and you gain access to Reprisal Skills.
Minor Master: Defensive Champion - Regain Endurance at the end of Parry if you’re attacked at least once while channeling. Endurance recovered: 15.
Minor Grandmaster: Face to Face - You deal 10% more Damage and receive 10% less Damage when in Front of your target.
Dark Knight (Thief with a Guardian/Necro Theme)
Weapon: Greatsword
Purpose: Ranged/Melee Tank Spec, Area Denial, Maximize Angst and Edginess
Specialization Utility: Symbols, Wells (Gates)
Profession Mechanic: Embracing Shadow/Grasping Darkness
The Steal mechanic is replaced with Embracing Shadows (F1) and Grasping Darkness (F2) and stolen items will not be obtained. Some Weapon Skills will be modified based on which mode you are currently on and switching to either one in combat will activate steal traits. Both will have a CD of 15 seconds and can be reduced to 10 seconds using Trickery and Sleight of Hand. The modifications will be as followed:
Embracing Shadows: (Melee/Close Ranged)
Pistol:
NOTE: If the modified Unload was used in melee distance without the damage nerf, it would be hitting for 330% of the damage it normally does. Don't complain.
Shortbow:
Wave of Anguish (3/4s)
Shoot a fan of shadow-imbued arrows that pierce through targets.
Damage: 100 (0.25)
Number of Projectiles: 5
Number of Targets: 3
Range: 600
Clarification: This attack will hit up to 15 times max. 3 targets per arrow.
Phase Shot (1/4s) (4 ini)
Shadowstep in your direction of movement and fire three arrows at your target.
Damage: 308 (0.75)
Number of Projectiles: 3
Evade: 1/2s
Shadowstep Range: 450
Range: 600
Grasping Darkness: (Long Ranged)
Dagger:
Sword:
Token of Death (4 ini)
Fire a bullet that digs into your target and marks them, dazing them in the process. Turns into Flurry of Blades.
Damage: 322 (0.8)
Daze: 2s
Marked: 5s
Range: 600
Flurry of Blades (3/4s) (2 ini)
Shadowstep to your marked target and cleave them multiple times while evading.
Damage: 308 x4 (1.5)
Evade: 3/4s
Range: 600
Greatsword Skills
1a.) Cross Slash (1/2s)
Attack twice in a wide arc, hitting enemies to the front and sides of you.
Damage: 481 x2 (1.2)
Number of Targets: 3 (front takes priority)
Range: 130
1b.) Cross Cleave (1/2s)
Attack twice in a wide arc, cleaving enemies to the front and side of you and make them vulnerable.
Damage: 481 x2 (1.2)
2 Vulnerability (4s)
Number of Targets: 3 (front takes priority)
Range: 130
1c.) Symbol of Suffering (1/2s)
Symbol
Swing your greatsword in a circle and create a pool of dark energy at your feet that damages enemies that remain in it.
Damage: 403 (1)
Damage per pulse: 322 (0.8)
Pulses: 3
Number of Targets: 5
Combo Finisher: Whirl
Range: 130
Radius: 150
Stealth.) Dark Flare (3 Ini) (3/4s) (Ground Targeting)
Converge black fire into an orb that explodes shortly after, burning enemies at target area
Damage: 927 (2.3)
5 Burning (6s)
Delay: 2 Seconds
Number of Targets: 5
Combo Finisher: Blast
Radius: 200
Range: 600
2a.) Dimensional Cleave (4 Ini) (1/4s)
Shadowstep to target and swing at them in a wide arc that leaves a trail of darkness behind the blade which grows stronger with your Condition Damage. Turns into Symbol of Grief.
Damage: 322 (.8)
Darkness Damage: 322 (.8)
Weakness (3s)
Number of Targets: 3 (front takes priority)
Range: 600
2b.) Symbol of Grief (2 Ini) (1/2s)
Symbol
Dash away from your target, leaving crippling darkness at their feet. Allies in the Symbol gain protection.
Cripple (3s)
Torment (3s)
Protection (3s)
Pulses: 3
Number of Targets: 5
Symbol Radius: 200
Evade: 1/2s
Evade Distance: 450
3.) Dark Embrace (5 Ini) (3s)
Channel Fury and Swiftness into nearby allies. Completing this channel grants Regeneration.
Fury 5s
Swiftness 6s
Regeneration 10s
Pulses: 5
Number of Targets: 5
Combo Finisher: Blast
Range: 600
Recharge: 10s
4.) Dark Fireball (2 Ini) (1/2s)
Cast a simple ball of black fire at your target that explodes on impact. Slight tracking.
Damage: 161 (.4)
Number of Targets: 5
Range: 900
Radius: 180
5.) Symbol of Oblivion (3-15 Ini) (3s)
Symbol
Sacrifice remaining initiative to summon a destructive symbol that smites enemies and augments allies within.
Damage: 362 (.9)
5 Vulnerability (1s)
2 Torment (1s)
2 Confusion (1s)
2 Might (1s)
Protection (1s)
Regen (1s)
Remaining Initiative is added to cost.
Pulse per Initiative Spent: 1
Number of Targets: 10
Recharge: 30s
Range: 600
Radius: 300
Utilities
Heal) Gate of Cleansing (25s) (Ground Targeting)
Well
Cover the ground with a soft fire that heals allies and steals health from foes.
Initial Heal: 5214 (.8)
Healing: 354 (.2)
Life Steal: 239
Duration: 10s
Number of Targets: 5
Radius: 240
Combo Field: Fire
1.) Salt the Earth (30s) (Ground Targeting)
Well
Create an area that saps the life energy from foes, inflicting them with vulnerability and weakness.
Damage: 121 (.3)
Weakness 1s
3 Vulnerability 3s
Duration: 10s
Number of Targets: 5
Radius: 240
Range: 900
2.) Gate of Asylum (40s) (Ground Targeting)
Well
Shield target area, creating a barrier that destroys projectiles while granting allies regeneration and protection.
Damage: 121 (.3)
Regeneration 5s
Protection 3s
Duration: 10s
Number of Targets: 5
Combo Field: Water
Radius: 240
3.) Gate of Harrowing (40s) (Ground Targeting)
Well
Corrupt the ground and dredge up long forgotten spirits to torment foes with hallucinations. Allies are granted Aegis when entering it.
2 Poison 5s
2 Torment 3s
2 Confusion 3s
Aegis 20s
Duration: 10s
Number of Targets: 5
Combo Field: Dark
Radius: 300
Range: 900
4.) Hellgate (30s) (Ground Targeting)
Well
Create an area that sears foes alive, inflicting enemies with blindness and burning. You gain might every time it hits a foe.
Damage: 121 (.3)
Blindness 3s
3 Burning 5s
Might 5s
Duration: 10s
Number of Targets: 5
Radius: 240
Range: 900
Elite) Void Gate (90s) (3s) (Ground Targeting)
Well
Summon an orb of pure darkness and send souls into the void. Enemies in critical condition take extra damage and you are healed each time you kill a downed foe with this Well.
Damage: 443 (1.1)
Damage Increase vs. Downed: 500%
Duration: 5s
Heal: 1,539
Radius: 300
Range: 900
Traits
Adept
Minor: Dark Hands: Steal is replaced with Embracing Shadows and Grasping Darkness. You can use Wells.
Master
Minor: Dark Armor: Vitality +500, Toughness +150
Grandmaster
Minor: Dark Surge: 20% Chance to gain 10 Might (5s) after being struck. (10s CD)
Steady Sniper Deadeye
Thief GS - Dark Knight
Everyone and their mother have taken a swing at the shapeshifter Espec for Ranger at this point, so I might as well do it too. But how to go about it? Resource-based transformation F5? Nope, Druid did that. Gaining the skills of your Pet by merging with it? Nope, Soulbeast did that. Oh, I know! Another Dodge replace!
Ranger - Wildwalker
Theme and Role
The Wildwalker channels the raw, primal forces of nature itself, shedding the veneers of society and progress in order to transport themselves, body and soul, back to an age where primal strength ruled supreme. They are in tune with the everchanging yet unadulterated world of Tyria that preceeded them, grow besides them and will long outlive them. Their form is fleeting and as varied as the kingdom of nature itself, able to shapeshift into animals or even plantlife at will.
The Wildwalker's primary role is a Spike Damage and CC specialist that works great as a Scout or Skirmisher. When they transform into beasts, surrounding enemies and even other players won't be able to tell them from normal, ambient mobs. Furthermore, their mobility is unmatched as they weave between the forms of beast and mortal mid-combat, keeping their enemies on their toes with quick maneuvers and punishing attacks.
Mechanic: Totem and Shapeshift
The Wildwalker gains the additional Option to select a Totem in their Pet Management window. This Totem decides what specific animal they will transform into when they Shapeshift. Shapeshift is an entirely new Dodge Animation that replaces their standard dodge skill. Visually, the Wildwalker leaps into the air, their form changing as they soar through the air, taking down on the earth again on four legs instead of two (If they touch it at all). The evade window is 3/4s, slightly longer than a regular dodge.
There are 4 Totems to choose from: Grey Wolf, Panther, Black Bear or Eagle. Norn are natural exceptions and choose between Alpine Wolf, Snow Leopard, Brown Bear or Raven, but this is only a visual difference harkening back to their culture. Each totem is considered Wolf, Stalker, Bear and Bird respectively, granting different skills and pulsing buff to the player while transformed. These buffs remain for a short time after transforming back to your original form.
Wolf Totem - Gain Dominion while transformed, increasing your Damage and Critical Damage by 10%. Grants +33% Movement Speed bonus while transformed.
Stalker Totem - Gain Ferality while transformed, increasing your Critical Hit Chance and Outgoing Condition Damage by 10%. Grants +33% Movement Speed Bonus while transformed.
Bear Totem - Gain Grit while transformed, decreasing incoming Damage and Condition Damage by 15%. Grants +33% Movement Speed Bonus while transformed.
Bird Form - Gain Longevity while transformed, increasing Endurance Regeneration by 25%. Grants +50% Movement Speed Bonus while transformed.
As evident, these forms aren't designed for Combat but rather for Mobility, in order to engage or disengage enemies constantly during combat. Several traits in the Specialization line works to grant buffs and boons to the Wildwalker for Shapeshifting often in combat. The player needs to keep in mind that evading attacks will transform them and use that opportunity to punish their opponents with their new skills, as most engagement skills (1st Weapon Skill) carries a CC component with it.
Weapon: Hammer
The Hammer symbolizes everything it takes to stand at the very apex of a primal world: Strength, ferocity and a hardened foundation. It's a powerful CC-based Weapon with both Spike and sustained damage melded into its kit. With a heavy focus on AoE attacks, it makes a a great weapon for fending off multiple opponents and keeping them pinned down.
Feral Swing - Swing your Hammer with massive force, Damaging enemies in front of you and gaining Might for each target struck.
Apex Stride - Quickly pounce across a large area at your target, Blocking Attacks while Leaping and Crippling enemies on impact. If an Attack is Blocked, this skill becomes Unblockable. Acts as a Leap Finisher.
Utility Skills: Meditations
Wildwalker Meditations are transformation skills with a twist. They’re instant or night-instant effects that temporarily transform them into different plants and animals for a single ability, before transforming back into their original form. These meditations are offensive in nature and many carry a CC component, their primary use being to overwhelm enemies and leave them vulnerable for follow-up attacks, but there are also a few defensive ones designed to evade incoming attacks.
Specialization Line
Minor Adept: Primal Power - Replaces your Dodge ability with Shapeshift, grants access to Totems and Meditation Skills.
Minor Master: Vagrant Soul - Your Pet now shares in the pulsing Buffs and Movement Speed bonuses you gain while Shapeshifted.
Minor Grandmaster: Inherited Will - Gain increased Attributes depending on your chosen totem. Wolf Totem - 200 Power; Stalker Totem - 200 Precision; Bear Totem - 200 Vitality; Bird Totem - 225 Concentration.
Elite name:
Class: necro
Just delete him from game
I would love to get Searing Flames back please. A nice spammable ranged AOE elite to blast everything and it's old grandma with flames and burning.

It never felt so good to be Elly than with Searing Flames. The current elites have way to long cast and recharge times.
Ascalon Will Prevail!
GW Wiki user page | GW2 Wiki user page
So I've had a similar thought about when is it enough or too many? I started thinking about a way to keep the idea of the elite specs alive because I like the concept of them, but I feel like they're starting to take away from the core profession and even from the other elite specs. One idea I had like nopoet was to have a 'True profession' elite spec that simply had empowered core traits or a spec line that would empower the others and unlock all the weapons for the core profession, but at this point why even bother having that as an elite spec and not just bake it into the core prof?
My other thought was that maybe elite specs are becoming too much of a focus and starting to draw too much away from the core professions themselves. Instead of having an actual elite spec trait line maybe there is another way to equip an elite spec to unlock the new weapons, mechanics, and skills, kind of like outfits. When an elite spec is equipped it changes some of the core traits so that you can still have different builds that revolve around the elite spec. The reasoning for this is to bring some identity back to core professions and to reduce the amount of balancing the balance team would have to do with all the different weapons, skills, traits, and spec combinations when a new elite is released, there would still be a lot balancing but not as much as there is currently or potentially could be depending on how many more expansions and elite specs are released.
Right, time to finish off my list with something for Elementalist. Both Tempest and Weaver has great DPS, but to make Elementalist really feel at home I think a Nuker playstyle needs to be introduced as well, focusing on short rounds of massive burst damage rather than a steady stream of DPS.
Elementalist - Runemage
Role and Theme
The Runemage is a both a traditionalist and a trailblazer when it comes to utilizing magic. Masters of the Arcane, they condense their magic into powerful Runes in battle, capable of releasing this stored power whenever they please. They step into combat with several Runes prepared for casting, and most importantly their "Quickfire" Rune which releases a Burst of Arcane energy, instantly canceling the aftermaths of their spellcasting and readying them to instantly chain another spell into awestriking combos.
The Runemage focuses on massive Burst Damage, filling the role of a Nuker in organized groups. The excel at both targeted and AoE damage, using their new profession mechanics in order to chain together spells non-stop for short bursts of time, capable of massive destruction in the blink of an eye of left unattended to. They have access to Alacrity as well, in order to refresh their and allies' abilities to keep the barrages coming. Where the Tempest focused on bringing out the raw power of a single element and the Weaver combined the power of two in dance-like combinations, the Runemage simply blazes through everything they have to offer until nothing remains of their enemy.
Mechanic: Chain Spells and Quickfire Rune
The Runemage is an elementalist that specializes in chaining multiple spells in quick succession. They gain a new F5 skill called Quickfire Rune, which instantly Cancels all after-casts or channels in effect on the Runemage, allowing them to instantly cast another skill. A Grandmaster trait also grants them Quickness after using Quickfire Rune, allowing them to chain spells in quick succession. Quickfire Rune has 3 charges with no cooldown in between each use but each Charge takes a while to cool down, leaving it better used for Burst Damage when enemies are vulnerable.
The moment the Runemage activates their Quickfire Rune, a Chain Spell gauge attached to the skill fills completely and starts to rapidly drain over 1s after a 3/4s delay. While this gauge remains filled at least 1%, the Runemage's Attunements do not carry any Cooldown, allowing them to swap back and forth freely without incurring a cooldown.
Weapon: Pistol Main- and Offhand
Pistol skills are, more so than other Elementalist weapons, designed to work well with their new Quickfire Rune. Pistol skills have a Long range, between 900-1200, and generally have extremely short activation Times on their Weapon Skills while still having much impact. In return, they are less versatile than other Elementalist Weapons, focusing mostly on one thing. Additionally, each Weapon skill carries the same Activation time depending on slot, regardless of Attunement, in order to make them easier to keep track of. Weapon Skill 2 has 3/4s AT, Weapon skill 3 has a 1/2s AT and Weapon Skill 4 has a 1/4s AT, with Weapon Skill 5 being a Channeled Skill.
Fire
Water
Air
Earth
Utility Skills: Mantra
Mantra skills were the natural direction for a Runemage, reciting lines of concentration as they draw the runes in the air with the elements, forming them into dormant, passive forms waiting to be activated instantly. Due to Mantra's instant-cast nature, they are perfect filler in order to keep their Chain Spell combo counting in order to release massive bursts of damage on enemies. A Runemage's offensive Mantras all have 1200 range and have 2 Charges. The First charge Pulses the Spell effect 1 time, but the Final charge Pulses the spell effect 3 times in quick succession, making the Runemage choose between low consistent damage or high burst damage.
Specialization Line
Each Column of traits carries a theme for the Runemage as well as each. The first Column lets them enhance their Chain Spell mechanic further, either making it easier to maintain or more rewarding to succeed with. The Second column empowers a basic aspect of their kit, such as Pistols, Mantras or Attunement swap. The Last Column enhances their Quickfire Rune, allowing them to use it for different purposes.
Minor Adept: Runecrafter - Gain access to the Quickfire Rune, Chain Spell gauge and Mantra Skills.
Minor Master: Invigorating Runework - Gain Alacrity (1 1/2s) when activating your Quickfire Rune.
Minor Grandmaster: Quickening - Gain Quickness (1s) when activating your Quickfire Rune. Deal 10% more damage while under the effects of Alacrity or Quickness.
Elite Name: Arsonist
Class: Thief
Weapon unlocked: Torch (off-hand)
Weapon Skills:
:Torch 4: Combo field: fire
:Torch 5: Combo finisher: whirl
:Dual wield: all core main-hand weapons (dagger, pistol, sword) will have a finisher move (e.g. whirl, projectile, leap) when paired with torch
Skill Category unlocked: Bomb
Utility/Elite:
:Flash Bomb: Combo field: light
:Viral Bomb: Combo field: poison
:Pipe Bomb: Combo finisher: blast
:Bomb Thrust: Combo finisher: leap (knockdown AOE + you leap back + evade)
:Fire Fiend: Transform into fire fiend for 15 secs. Cover yourself in fire shield, burning foes and gaining might when attacked. Take no damage from enemy fire field or burning condition. Instead, standing in any friendly or enemy fire field and burning conditions heal you instead.
Traits:: TBD
Role: Combo field and finisher
Mechanics:
:Profession mechanic: every combo field also counts as fire field for Arsonist combo finisher, for two combo effects (fire field counts twice).
Others:
Name: Inquisitor
Class: Guardian
Theme: pretty much punisher type of class which focused on punishment of anyone who stray from laws and norms. Inquisitors are tyrannical police-like people raging from secretly bounty hunters to powerful religious leaders of southern tribes and isles focused solely on their brand of justice and order. Up until recently inquisitors refused to share their secrets with outsiders and their secrets were passed from parents to children for generations, but recently something changed and inquisitors agreed to teach their crafts to other guardians in exchange for their help.
Main builds:
1) Power melee build (mostly single target) ->main build
2) Condition anti-boon build (mostly single target) -> main build
3) Tank build -> alternative build
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Name: Plagued Conqueror
Class: Necromancer
Theme: "Then I saw when the Lamb broke one of the seven seals, and I heard one of the four living creatures saying as with a voice of thunder, “Come.” I looked, and behold, a white horse, and he who sat on it had a bow; and a crown was given to him, and he went out conquering and to conquer." — Revelation 6:1-2
Main builds:
1) Range power build
2) Condition/boon control build
3) Zone control anti-burst build
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Name: Sea Witch
Class: Necromancer
Theme: a necromancer joined a crew of pirates, but the ship he was on was attacked and sank together with all the crew. As necromancer was dying, strange new dark powers emerged from the deep and transformed him into Water Lich. He resurrected his crew as some sort of undead fishmen and toke over lark portions of sea trading routes. Some heroes banded together and eventually killed this Water Lich, but they also gained knowledge (dairies, notes, items) how to turn necromancer into something similar to a Water Lich. From that knowledge a new school of water-based necromancy was born.
Main builds:
1) Single target mid-low range power bruiser (spear) -> main build
2) Single target long range bleed build (trident) -> main build
3) Tank build (any weapon) ->off build
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Name: Cannibal
Class: Necromancer
Theme i am going with: A tank who constantly chases some pray to devour and gets stronger the more creatures it devours.
It will have special kind of tanking by trying to maintain specific amount of hunger to balance negative and positive effects. Also, it will also have an option two options outside of playing as a tank: shroud condition dps and bruiser.
Tank: damage avoidance, damage reductions, self healing, vitality and power.
Condition dps: getting all shroud based traits, condition damage, bleeds and poisons, no need for defensive stats.
Bruiser: vitality, healing power, self-healing, damage avoidance, shroud.
This elite should work wonder with all core trait lines, especially with Death Magic, Curses, Blood Magic and Spite.
Adept Minor Trait (Live as Hungry Undead)
Unlock Mace for you main-hand and off-hand and allow you to use Rage abilities.
Replace Death Shroud with Gourmet's Shroud.
Replace you Life Force with Hunger. Hunger slowly grows while in combat (4% of maximum hunger per sec + 3% of maximum hunger per sec while you are being attacked) and abilities who used to grant life force now will reduce your hunger instead (effectiveness reduced by 50%). Hunger slowly decrease while you are out of combat. Hunger is independent of your maximum health and maximum hunger is 20.000 (at maximum level). Grow more vulnerable and more dangerous as hunger grows (these effects are disabled while in shroud):
At 33% of hunger: you will take 5% damage from all source and you will deal 5% damage and healing with all attacks and conditions.
At 66% of hunger: you will take 10% damage from all source and you will deal 10% damage and healing with all attacks and conditions, and you will lose 3% of your maximum health every sec.
At 99% of hunger: you will take 15% damage from all source and you will deal 15% damage and healing with all attacks and conditions, and you will lose 6% of your maximum health every sec.
Adept Major Trait Line
Major Trait 1 (Aware Flesh)
Gain 3 sec of protection every 3 sec while at or above 66% of hunger. Your weapon abilities no longer reduce your hunger.
Major Trait 2 (A Chef Just Got to Eat)
While you are in Gourmet Shroud you will retain positive boosts from your hunger.
Major Trait 3 (Well Grounded Meat)
Hitting an enemy with one of your mace abilities will reduce your hunger by 1% of your maximum hunger. Mace abilities will recharge 10%.
Master Minor Trait (Building Immunity)
Every 5 sec turn one random damaging condition on you into 1 stack of might for 5 sec.
Master Major Trait Line
Major Trait 4 (Learn by Tasting)
Consume 1 condition on yourself every 5 sec to heal yourself for 400 (scales with healing power) health while at or above 66% of hunger. Take 25% less periodic damage from high hunger.
Major Trait 5 (Well Prepared for the Feast)
Extend duration of your shroud by 2 sec and exiting shroud will grant 2 stacks of stability for 6 sec.
Major Trait 6 (Keep Some Room for the Dessert)
Your rage abilities will grant you 3 sec of regeneration and they will reduce your hunger additionally by 5% of your maximum hunger.
Grandmaster Minor Trait (Am i Satisfied?)
Killing an enemy will suppress all negative effects from hunger for 5 sec.
Grandmaster Major Trait Line
Major Trait 7 (Abandon Reason and Let the Feast Begin)
While you are at or above 99% hunger you will have fury, alacrity and swiftness. These boons last as long as you have sufficient hunger and they can't be removed.
Major Trait 8 (Gather the Ingredients)
While in shroud you siphon health from nearby enemies dealing 130 (scales with power) damage every second and healing for 90 (scales with healing power) health. Radius: 600.
Major Trait 9 (A Meal on the Floor)
Allow you to feast on downed enemies dealing damage to them, reducing your hunger and healing you every second while feasting. Damage: 20% per sec. Hunger reduction: 2% of maximum hunger per sec. Healing: 5% of you maximum health per sec. (Heal you for 10% of your maximum health when you kill an enemy while in pve environment)
F1 (Gourmet's Shroud)
This shroud does not cost Hunger to enter and does not drain hunger passively. Instead, it have fixed duration of 7 sec. While in the shroud you take greatly reduced damage .
Cooldown: 20 sec.
Damage reduction: 33%
Mace 1 (Grind Some Flesh)
Hit enemies in front of you and cripple them if they are at or bellow 50% of their maximum health.
Casting time: 3/4 sec
Range: melee
Targets hit: up to 3
Damage: 500 (scales with power)
Cripple against enemies at or bellow 50% of their maximum health: 5 sec
Hunger reduction: 2% of maximum hunger per enemy struck
Mace 2 (Prepare the Meat)
Jump forward (towards your target) and pummel the first enemy you meet dealing damage and daze it. Reduce hunger it this ability hits an enemy.
Casting time: 1/4 sec
Cooldown: 15 sec
Range: 600
Damage (3x): 800 (scales with power)
Daze: 1 sec
Hunger reduction: 5% of maximum hunger
Mace 3 (Natural Earthy Spices)
Slam your mace into the ground creating a shockwave which will cripple and poison all enemies in its path.
Casting time: 3/4 sec
Cooldown: 10 sec
Range: 900
Cripple: 4 sec
Poison: 2 stacks for 8 sec
Mace 4 (Seasoning Before Cooking)
Release toxic energy to chain between enemies poisoning every enemy hit and healing for every enemy struck. In addition, increase your hunger.
Casting time: 1/4 sec
Cooldown: 18 sec
Range: 900
Maximum range between chains: 600
Maximum number of chains: 5 (can't chain to same enemy twice)
Poison: 3 stacks for 10 sec
Healing: 100 (scales with healing power)
Hunger increase: 3% per enemy hit.
Mace 5 (Yesterday's Lunch)
Slam your mace into your stomach and release poisonous acid in front of you inflicting damage, poison and vulnerability to every enemy struck. Deals more damage and inflict more conditions based on your hunger.
Casting time: 1/2 sec
Cooldown: 20 sec
Range: 900
Targets hit: up to 5
Damage bellow 33% of hunger: 300 (scales with power)
Damage between 33% and 66% of hunger: 500 (scales with power)
Damage above 66% hunger: 800 (scales with power)
Poison bellow 33% of hunger: 2 stacks for 8 sec
Poison between 33% and 66% of hunger: 3 stacks for 8 sec
Poison above 66% hunger: 5 stacks for 8 sec
Vulnerability bellow 33% of hunger: 3 stacks for 10 sec
Vulnerability between 33% and 66% of hunger: 6 stacks for 10 sec
Vulnerability above 66% hunger: 10 stacks for 10 sec
Shroud 1 (Precise Bite)
Take a bite from your target dealing damage and inflict bleeding. Also, inflict poison against an enemy who is at or bellow 50% of its health.
Casting time: 1/4 sec
Range: 200
Damage: 350 (scales with power)
Bleeding: 1 stack for 10 sec
Poison: 1 stack for 5 sec
Shroud 2 (To the Table)
Jump to targeted location and apply vulnerability and cripple to enemies in targeted area.
Casting time: 3/4 sec
Cooldown: 14 sec
Range: 900
Radius: 240
Vulnerability: 10 stacks for 5 sec
Cripple: 5 sec
Shroud 3 (Meat Separation)
Change to your target and rip out massive amount of flesh from your target dealing damage, stunning and bleeding it.
Casting time: 1/2 sec
Range: 450
Cooldown: 15 sec
Damage: 800 (scales with power)
Stun: 2 sec
Bleed: 1 stack for 10 sec
Shroud 4 (Whirlpool of Meatcleavers)
Draw blood from nearby enemies dealing damage to them while channeling. Deal more damage against bleeding enemies.
Casting time: instant
Channeling duration: 3 sec
Cooldown: 20 sec
Radius: 600
Damage (6x): 600 (scales with power)
Damage against bleeding enemies (6x): 1200 (scales with power)
Shroud 5 (Blood Devouring Spices)
Release noxious gasses dealing damage to nearby enemies and transform all bleeding stacks on them into stacks of poison of equal duration.
Casting time: 3/4 sec
Cooldown: 30 sec
Radius: 600
Damage: 450 (scales with power)
Rage healing (Devour Everything)
Heal yourself and reduce you hunger. In addition, for next few second heal yourself for 5% of damage taken by nearby enemies.
Casting time: 1/2 sec
Cooldown: 30 sec
Healing: 3000 (scales with healing power)
Hunger reduction: 15% of your maximum hunger
Healing from damage taken by nearby enemies: 5 sec
Radius: 600
Rage utility 1 (Desperate Feast)
Take a bite of your target dealing damage to it, reduce your hunger and transferring 1 condition from yourself to your target. You can use this ability on one of your minions. Using this ability on a minion will instantly kill it and remove up to 3 conditions from you.
Casting time: 1/4 sec
Cooldown: 12 sec
Range: 200
Damage: 650 (scales with power)
Hunger reduction: 10% of your maximum hunger
Hunger reduction when used on a minion: 20% of your maximum hunger
Rage utility 2 (Throw Out Unfit Ingredients)
Lash out against your target dealing damage to it, reduce your hunger and knock it back. You can use this ability on one of your minions. Using this ability on a minion will instantly kill it and grant you 5 sec of alacrity.
Casting time: 1/4 sec
Cooldown: 20 sec
Range: 200
Damage: 550 (scales with power)
Knock back range: 600
Hunger reduction: 8% of your maximum hunger
Hunger reduction when used on a minion: 16% of your maximum hunger
Rage utility 3 (Devouring the World)
Devour essence from nearby enemies to greatly reduce your hunger. This ability deals more damage when used at or above 66% of your maximum hunger.
Casting time: instant
Cooldown: 15 sec
Radius: 600
Targets hit: up to 5
Damage: 250 (scales with power)
Damage while at or above 66% of hunger: 500 (scales with power)
Hunger reduction: 45% of your maximum hunger
Rage Utility 4 (Lets Feast)
Stunbreak yourself and all nearby allies.
Casting time: 1/4 sec
Cooldown: 30 sec
Radius: 600
Hunger reduction: 15% of your maximum hunger
Rage elite (The Last Supper)
Rapidly rush to your target and inject it with special acid. Target of this ability will get stunned after a delay. You can use this ability on one of your minions. Using this ability on a minion will instantly kill it and grant you you boons.
Casting time: 1 sec (you can't move while casting)
Cooldown: 50 sec
Range: 900
Damage over 3 sec: 600 (scale with power and condition damage)
Delay before stun: 3 sec
Stun: 2 sec
Retaliation on minion kill: 5 sec
Stability on minion kill: 2 stacks for 6 sec
Resistance on minion kill: 3 sec
Protection on minion kill: 8 sec
Regeneration on minion kill: 10 sec
Name: Maniac
Class: Thief
Theme: something like that classical bizarre fighter who wears no armor, carry oversized sword and perform reckless yet very fast attacks devastating enemies enemies like a madman. A class fantasy about a rogue like character who went insane, picked the most massive weapon available and started jumping, slashing, cutting, crashing, spinning and destroying everything around him/her.
New mechanic: charges (the will circle around your main-hand weapon and each individual charge will last for 20 sec; Similar how Assassin's charges looked in Diablo 2). There are three charges with different colors and charges can only be generated while you are in combat. Each color shows what that charge is all about: red - direct damage, blue - condition damage, green - healing. Thief can have up to 3 charges regardless of their color (for example you can have 3 green charges or 2 red charges and 1 green charge, but you can't have more that 3 total charges). In addition, steal gets replaced by burst (still counts towards all steal related traits) which works very similarly to warrior's burst, but with a tiny difference. Burst skills use up charges to gain additional power. More charges get used up = stronger burst you will get. Also, just like with warrior, this burst skill depends on your weapon choice.
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Name: Vanguard
Class: Warrior
Theme: a warrior focused on rushing at the crowds of enemies, scattering them around and focusing on one single enemy to occupy it and kill it while at the same time being defensive and quite mobile. A warrior focused on defense and disabling one enemy practically eliminating it from the fight.
Main builds:
1) Tank anti-range build (main build)
2) Tank anti-condition build (main build)
3) Condition build (off build)
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Name: Legend-Keeper
Class: Warrior
Theme: keeper of legendary weapons and fragments of legendary weapons. This warrior keeps these things away from evil and use them to fight against forces of evil, demons, elder dragons and any other creatures who threaten the world. These warriors not only keep these artifacts on them, but also are entrusted to keep them by divine spirits and blessed to be the only ones who are capable to to wield these artifacts.
And on these weapons:
Focus
Mace
Axe
Greatsword
These skins
Main builds:
1) Boon based power build (main build);
2) Condition build based around torment (alternative build);
3) Anti-burst bruiser build focused on fighting high burst enemies (main build).
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Name: Worldbreaker
Class: Warrior
Theme: colossal powerhouse with massive AOE and rapid growth in power while fighting. I wanted to make something who either focus exclusively on offense or exclusively on defense. Someone who can't just build both and deal good damage and self-healing, and would rather build only for single purpose.
Adept Minor Trait (Tree Wielding Colossus of Doom)
Unlock Staff and allow you to use Calamities.
Increase your maximum adrenaline by 10.
Adept Major Trait Line
Major Trait 1 (Might for Mighty)
Might on you will grant you bonus 10 precision and 10 ferocity per stack of might.
Major Trait 2 (Muscle of Steel)
Might on you will grant bonus 10 toughness and 10 healing power per stack of might.
Major Trait 3 (Living Disaster)
Might on you will grant bonus 20 condition damage per stack of might.
Master Minor Trait (Lust for Worthy Battle)
Gain 1 stack of might for 10 sec every 5 sec while you are in combat.
Master Major Trait Line
Major Trait 4 (Remove Limiter)
Increase direct damage of your burst skills by 10%.
Major Trait 5 (Flesh to Steel)
Using one of your burst skills will grant you protection for 5 sec and resistance for 2 sec. Cooldown: 12 sec.
Major Trait 6 (Unnatural Calamity)
Conditions and disables inflicted by your burst skills and Calamities will last 20% longer.
Grandmaster Minor Trait (Might Above the Thousand Men)
Your burst skills grant you 10 stacks of might for 10 sec.
Grandmaster Major Trait Line
Major Trait 7 (Growing Colossus)
Your Staff damaging abilities will deal 1% more damage per stack of might on you.
Major Trait 8 (Only the Hardest Steel)
Gain 200 toughness while wielding an off-hand weapon. Gain 100 concentration while wielding two-handed weapon.
Major Trait 9 (Disaster Bringer)
Inflicting a condition with one of your weapon abilities will deal 80 (scale with condition damage) instant damage to affected enemies. Cooldown: 1 sec.
Staff Burst (Savage Tornado)
Hit all enemies around you with devastating blow, blind and cripple them. Deal more damage at higher adrenaline. This ability have bonus ferocity.
Casting time: 3/4 sec
Cooldown: 8 sec
Radius: 400
Level 1 damage: 450 (scales with power)
Level 2 damage: 550 (scales with power)
Level 3 damage: 650 (scales with power)
Level 4 damage: 750 (scales with power)
Blind: 5 sec
Cripple: 5 sec
Bonus ferocity: 300
Whirl combo finisher
F2 (Colossal Will)
Enter special state for a duration based on adrenaline used. While in this state boons on you can't be removed and you periodically gain might.
Casting time: instant
Cooldown: 30 sec
Level 1 duration: 4 sec
Level 2 duration: 5 sec
Level 3 duration: 6 sec
Level 4 duration: 7 sec
Might per sec: 2 stacks for 8 sec
Staff 1 (Force Bringer)
First hit of two hit chain. Swing at your target hitting several enemies in front of you.
Casting time: 1/2 sec
Targets hit: up to 5
Damage: 500 (scales with power)
Range: 200
Staff 1 (Force Slam)
Second hit of two hit chain. Slam your staff in front of you dealing damage to all enemies. Cripple enemies on critical strike.
Casting time: 1/2 sec
Damage: 600 (scales with power)
Range: 200
Cripple: 3 sec
Staff 2 (Shoulder Rush)
Rush a short distance dealing damage to all enemies you encounter and knock them back.
Casting time: instant
Cooldown: 10 sec
Damage: 300 (scales with power)
Range: 450
Knock back distance: 300
Staff 3 (World Break)
Gather all your might into one massive hit while channeling. When you fully channel this ability perform an attack against all foes in front of you. You can reactive this ability to perform the attack early.
Casting time: instant
Channel duration: 2 sec
Cooldown: 10 sec
Damage: 300 - 900 (scales with power)
Range: 300
Blast combo finisher
Staff 4 (Soil Destroyer)
Slam your staff into the ground creating a dust cloud which blinds enemies who remain in the cloud and the cloud destroys projectiles.
Casting time: 3/4 sec
Cooldown: 15 sec
Duration: 4 sec
Blind per sec: 1 sec
Radius: 300
Smoke combo field
Staff 5 (Bad Luck Wave)
Project heavy wave of negative energy in front of you inflicting torment and confusion on enemies hit.
Casting time: 1 sec
Cooldown: 8 sec
Torment: 3 stacks for 5 sec
Confusion: 1 stack for 5 sec
Range: 600
Calamity healing (Stomp and Quake)
Heal yourself and shake the ground beneath your feet hitting enemies, cripple and weaken them.
Casting time: 3/4 sec
Cooldown: 25 sec
Healing: 5000 (scales with healing power)
Radius: 600
Damage: 100 (scales with power)
Cripple: 5 sec
Weakness: 5 sec
Blast combo finisher
Calamity utility 1 (Bringer of Ice-age)
Cause a blizzard to fall down at your current location chilling and damaging enemies every second.
Casting time: 3/4 sec
Cooldown: 30 sec
Damage per sec: 200 (scales with condition damage)
Chill per sec: 3 sec
Radius: 600
Duration: 3 sec
Ice combo field
Calamity utility 2 (Bringer of Eruption)
Cause fiery lava to erupt beneath your feet at your current location damaging and burning enemies every second.
Casting time: 3/4
Cooldown: 30 sec
Damage per sec: 100 (scales with condition damage)
Burn per sec: 2 stacks for 3 sec
Radius: 600
Duration: 3 sec
Fire combo field
Stunbreaker
Calamity utility 3 (Bringer of the Mists)
Tear a rift open at your current location cause vile mist to rush around it dealing damage to nearby enemies and inflict torment on them every second.
Casting time: 3/4
Cooldown: 30 sec
Damage per sec: 150 (scales with condition damage)
Torment per sec: 2 stacks for 6 sec
Radius: 600
Duration: 3 sec
Dark combo field
Calamity utility 4 (Bringer of the Storm)
Cause massive winds to swirl in your current location creating area in which every enemy who enter this area get knocked out of this area.
Casting time: 3/4 sec
Cooldown: 30 sec
Radius: 450
Duration: 3 sec
Lightning combo field
Calamity elite (Bringer of the End of the World)
Cause a gravitational anomaly to manifest itself at your current location dealing damage to nearby enemies, inflict slow, vulnerability and confusion on them every second.
Casting time: instant
Cooldown: 80 sec
Damage per sec: 200 (scales with power and condition damage)
Slow per sec: 1 sec
Vulnerability per sec: 5 stacks for 10 sec
Confusion per sec: 1 stack for 5 sec
Radius: 600
Duration: 3 sec
Ethereal combo field
Name: Musician
Class: Mesmer
Theme: musician focused on magic of will and sound.
Builds:
1) Power bruiser build focused on dealing power damage and healing yourself;
2) Support build focused on healing nearby allies;
3) Condition build focused on control, condition transfer and confusion.
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plz something useless wich cannot be used in tpvp for all classes except revenenat because others has to suffer as well for a payed addon .....
Since there is a topic,... i re-post my idea
NAME : WEAPON MAGE (temporary name, i'm open to suggestions )
LORE: Ritualists from Cantha once knew how to imbue weapon with powerful magic and energy. Most of their knowledge had been lost but Tyrian Mages recovered what was left. By combining with their own art, they made extraordinary improvements in enchantment spells. But the art only reached its top after it was mastered by those who could make the most of it: the fighters. Those who chose to study it turned it into an instinctive, powerful form of magic that matched perfectly their needs and takes benefits from the particular links those fighters had with their weapon.
PRINCIPLE : DPS-oriented specialization wich is pretty good at ignoring debuff and adversaries' protection. Also possesses a support component with some traits.
PROFESSION MECHANIC : Call of weapons: The weapon mage gain access to special slot in the equipment panel that can be filled with a main-hand or two handed weapon. He can use the burst skill "Call of weapons" (F2): wield your extra weapon for 10s and gain quickness(4s). Recharge weapon snap for nearby allies (radius: 180). Snaping weapon cancels the effect.
Adrenaline cost: 10. Cooldown: 25s. Cast: instant
Notes: it is considered a weapon snap for traits, sigils, ect,... if the warrior takes a main hand weapon, he keeps his current off-hand weapon if he has one, or the one of his other set if there is one.
NEW WEAPON: STAFF: a brillant weapon when correctly wielded, whose magic potential advantages the weapon mage's incantation. Offers a good set of defensive and offensive skills. All attaks have a range of 180.
Burst: Deadly point: Charge your foe (range 900), ignoring movement impeding conditions and impale him. Leap finisher.
Damage increase with the level of adrenaline (2.0 , 2.5 , 3.0)
1 Staff thrust: hit your foe with the point of the staff. (cast 1/2, damage 0.8)
Staff swing: hit your foe with a swing of the the staff. (cast 1/2, damage 0.8)
Staff strike: bash your foe with a powerful blow from above, ganting you fury (3s). (cast 1/2, damage 1.1)
the whole sequence takes 2.2s. All attaks cleave.
2 Guard breaker: unblockable staff strike (damage 0.7). Remove stability and aegis. Inflict vulnerability instead (5 stacks, 8s) for each of these boon not on the target.
(cast 3/4, cooldown 8s). 2 targets.
3 Mace staff: Strike your ennemy one the head, stunning them (1s). (cast: 3/4, cooldown 12s). 1 target
NEW SKILLS: WEAPON SPELLS: Those utility grant special effects to the player. Only one weapon spell can be active at a time. Once activated, a weapon spell skill can become a new skill depending on the weapon wielded.
healing skill: resilient weapon: 12s. Heal (1400) and gives endurance (10) every two seconds. Allied version: 500 heal and 5 endurance every two seconds.
cast 1/2, cooldown 30s.
if sword: avenging blade: slash your foe two times, stealing life and transfering a condition with each strike.
Damage per strike: 0.6. Stealing per strike: 0.6. Healing per strike: 1000. cast 1/2, cooldown 12s
if greatsword or spear: vital blade: Strike foes in front of you (1.2). You gain a barrier proportionnal to the number of power stacks you have (250 per stacks). cast 1/2, cooldown 12s
utility 1: splinter weapon: 12s. Your attacks deal damage to your target and foes surrounding it (radius 180, 5 target max). Damage: 0.3 . Allied version: Damage 0.15. cast 1/2, cooldown 45s.
if longbow: furious volley: Taunt your target (3/2s) and shot a volley of six arrows to him. (damage 2.1, range 1200). The blast of splinter weapon inflicts burning (2s).
cast 3/2 s , cooldown 12s
if axe: spinning axe: Throw an axe that bounce up to three foes before returning to you (range 900, damage 0.8). Pull the ennemies within the range threshold (450). Grant swiftness (5s). cast 1/2, cooldown 12s
utility 2: merciless weapon: Your attacks corrupts boons into vulnerability (5 stacks for 8s). Conditions durations and disabling effects duration are increased against boonless foes (+20%). 3s of interval. allied version: 4s of interval, +10% duration. cast 1/2, cooldown 45s.
if rifle or harpoon gun: fatal shot: inflict fear to your target (2s) then fire a deadly shot that poison him (8s). Damage and stacks of poison increase with range (0-300/300-600/600-900/900-1200). Damage: 1.0/1.4/1.8/2.2, poison: 2/3/4/5. cast 1+1/4s, cooldown 12s
if mace: ensured breaking: Charge your foe (range 900), immobilize him when close enough (300) and strike him (damage 1.8). Destroy the totality of a barrier. cooldown 12s
*utility 3: unyielding weapon: 12s. You are immune to weakness, blind, fear and slow. allied version: immune to weakness and blind. cast 1/2, cooldown 60s.
_if staff: control pain:_ Break out of stun and gain 50% condition damage reduction(8s). Gain power (2 stacks, 8s) when you lose an alteration.
cast instant, cooldown 12s
_if shield: cautious move:_ Raise your shield to defend yorselves for 8s. When you're disabled while casting a skill, the effect is canceld, you strike your foe with your shield (cast 1/2, damage 1.0), the cooldown of your skill is reset and you immediatly begin to recast it. The effect is canceled if you no longer wield a shield. cast instant, cooldown 12s
utility 4: warmonger weapon: 12s. Your attacks daze foes (1/2s, interval: 3s). Grant you power (3 stacks, 6s) when you interrupt a foe. allied version: interval 6s cast 1/2, cooldown 60s.
if hammer: quick metal: Strike your foe several times with a surprisingly light hammer, inflicting daze (1/2s) with each strike. (damage: 2.5 (x5))
cast 2+1/2s, cooldown 12s
if warhorn: storm of war: Invoke a zone of instable climate on your position (radius 300). Inflict damage to foes inside and chills them(1s). (Damage: 3.2 (x8)). Grant stealth (3s) to allies present in the zone when activated. Projectiles entering the area are destroyed. Ice field combo. cast 1s, cooldown 12s
elite skill: armor spell: 12s. Grant you alacrity (2s) and retaliation(2s) every two seconds. Your boons cannot be removed, stolen or corrupted. Allied version: 1s of alacrity and retaliation every 2s. cast 1s, cooldown 120s.
bonus compétence: OPEN TO SUGGESTIONS
TRAITS: Minor traits increase damage. Line 1 provide defense. Line 2 is focused on weapon spell and support. Lin 3 is for call of weapons and boons.
major adept 3: weapon blessing: convert 7% of your power into concentration
minor master: weapon link: you gain a stack of weapon link every second for 12s while affected by a weapon spell or call of weapons. Each stack increase by 1% your outgoing damage and critical hit chance. 10 stack max.
major master 3: guided weapon: after snaping weapons or activating call of weapons, your attacks cannot be blocked or dodged for 2s. (cooldown: 9s).
minor grandmaster: weapons master: while affected by a weapon spell or call of weapons, you gain bonus stats depending on weapons wielded (cumulable): sword +120 condition damage, axe +120 précision, mace +120 power, greatsword/spear +240 ferocity, hammer +120 power and +120 ferocity, longbow +120 condition damage and +120 expertise, rifle/harpoon gun +120 power and +120 précision, staff +120 power and +120 concentration, shield +120 toughness, warhorn +120 concentration
I also had an idea about about a warrior using companions like a weaper version of ranger's pet granting access to companions burst (which uses habilities from various professions). But on second thought, it would have been quite problematic to balance
Elite Name: Warblade
Class: Revenant
Idea: A Magic Warrior or Eldritch Knight archetype, who utilises magic to enhance his combat skills. Is able to materialise legendary swords from history through the Mists.
Gameplay: Power based, mid-range, good CC and Defense potential, limited access to boons, slow movement.
Weapon: Greatsword
Weapon Skills:
1. Warp Slash: Magically lifts up and strikes with the greatsword.
* Warp Cut: Strike again, from another direction.
* Warp Strike: The sword flies up and strikes from above. (Slow attack speed)
2. Seeker: The Warblade throws his greatsword, impaling enemies from range. (Projectile finisher, short CD.)
3. Blademist: The Warblade disappears into the Mists for a short period of time (evade, 0.5s), leaving misty silhouette behind, and 3 ghostly swords thrust at his location.
4. Vorpal Lock: Mid-range magic attack, summoning two swords in front of the enemy that blocks their way, interrupting and slowing them.
5. Enclose: Swings the greatsword in a circle around the caster, damaging surrounding enemies. (High damage, Whirl finisher)
Class mechanics:
F2: Empower
The Warblade empowers his/her next attack, but doubles its cooldown.
Utility:
Heal: Upkeep skill, healing the Warblade for a small amount while it is active.
Utility 1: (legendary sword name) - Materialises a giant sword in front of the caster that blocks the next incoming attack.
Utility 2: (legendary broken sword name) - Several sword-pieces rain down at the enemy (mid-range), crippling them.
Utility 3: (legendary sword name2) - A giant sword crashes down to the battlefield in front of the caster, knocking back enemies.
Elite: (ultimate legendary dual sword name) - Summons dual swords above the caster, for 3 seconds, attacks deal extra damage and the Warblade gaint protection and stability.
(This is just a general idea, without numbers or any maths involved, but I think it looks cool. I believe Renegade is missing a spec that allows it to shine without sacrificing too much from its utilities or dps.)
Let me know what you think!
Elite Name: Samurai
Class: **Thief
**Weapon unlocked: **2h sword
**Weapon Skills:
-Slash: _relatively slow cone attack that does increased damage to a single target if there are no other targets.
_-Gouge: Faster attack, hits single target, interrupts if casting, (can be traited to cause bleed on interrupt)
-Parry/counter: Hold up a defensive stance that blocks the next attack for X seconds. (becomes counter, which doesnt automatically cast, needs to be activated again within 2 seconds or reverts to Parry w/ longer cooldown) Slash downward, opening the target to advantage, pushing back if they are casting) If no attack is Parried, or if you don't cancel Parry (by pressing it again or moving), opens you up for disadvantage
Press: Move forward around target in whatever direction you press (left has you quickly rotating around them to the left 90°, right does the same for the right side, forward has you run through them so you are 180° away) With advantage, automatically casts Gouge once you land/stop.
Disengage/(with advantage)Engage (becomes Engage if you are at a distance, but does not enjoy the attack bonus without Advantage) Retreat/roll backward/ crouch into a defensive position and charge (with advantage casts Slash on arrival)
Skill Category unlocked: ** Tactics: stances without passives that give a bonus whenever you have advantage (or remove disadvantage). So you activate Tactic x and you have + Power when you have advantage, and then you activate Tactic Y and you lose +power, but now if you get advantage again while you already have advantage, you don't lose it (can be Traited to be able to store up to 2 more advantages). Tactic z might just give you advantage, or remove disadvantage, and if someone attacks you within a couple seconds after removing it, you gain advantage from the feint.
**Utility/Elite: ** Samurai: Take on the spiritual appearance of a great samurai warrior (basically gives you an almost barely visible ethereal set of armor for as long as it's active) And gain 5 stacks of advantage. 2 minute cooldown. (can be traited to reduce cooldown whenever advantage is used.
**Traits:: 2nd automatic trait gives 2h attack speed. 3rd gives Advantage whenever you kill someone. top row grants offensive bonus with advantage, bottom grants defensive bonus with advantage, middle grants decreased cooldowns on advantage use and minor defensive/offensive bonus without advantage
F1 changes: Use/don't use advantage (also keeps track of advantage charges with hashmarks, and disadvantage with glowing red flame) allows you to only press your advantage at the opportune moment, or use it automatically the next time you use something that consumes it. Pressing the advantage gives you an offensive bonus if you leave it on, leaving it off will grant you an defensive bonus that stays even after you turn it on, as long as you turn it back off within 5 seconds.
Role: Mobility tank/dps
**Mechanics: ** Advantage: grants access to additional, automatic abilities when advantage is pressed/ disadvantage: if struck after you gain disadvantage, interrupts current ability