This is the full list of my 27 elite specialization ideas, three whole generations designed for three distinct expansions.
You can read about the first expansion idea here: Guild Wars 2: The Celestial Tournament - Cantha expansion idea. The other two aren't ready yet, but the elite specializations have been for some time, so I figured I'd post them already, since I don't know if I'll ever get to finish the other two expansion ideas, and some people were genuinely interested in knowing more about these.
I developed these 27 elite specializations at the same time, to make sure I didn't spend too many cool things in one, leaving no room for future additions. Their mechanic, weapon, and slot skill choices are balanced as well, since I wanted to guarantee the resources are used evenly. The description for each one is pretty short, I don't want to delve into specifics and leave some room for imagination. Once the basic idea was finished, I also put emphasis on giving each one a theme, matching one of the expansion settings, since I feel the lack of themes is one of the biggest flaws of the official elite specializations.
Note that these elite specialization ideas include new weapon type ideas as well.
Third expansion - Cantha
My plot for the Canthan expansion, as linked above, is that of a tournament. Five of the elite specializations are Canthan themed, and the other four are based on foreigners attending the competition. I had to do this in part because this is the expansion where I introduce the new weapon types, and needed to make sure enough of them were introduced now and here.
- Elementalist - Dervish: The dervish arts of Elona were thought lost since long ago, but they have seen a resurgence after Palawa Joko's defeat. With the Six Human Gods gone, they have now turned back to their original roots, focusing exclusively on elemental magic. Their main ability is the transformation into djinn avatars, and their weapon of choice is the scythe, followed by wells to replace their now cast aside divine prayers. Holding strong at close combat, their newly acquired skills should not be underestimated.
- Mesmer - Redemptor: Music is a primordial aspect of Kurzick culture, and it is no surprise to see it turned into a weapon in the hands of the mesmers of Echovald Forest. Casting shattering away, they wield various musical instruments in combat, giving support and healing to allies, all while torturing their enemies as well. They wield shortbows in battle, using its string as another musical instrument, and firing homing arrows against their targets. They can use their sweet singing voice to shout too, further increasing their control over the battlefield.
- Necromancer - Apothecary: The afflicted plague that once razed Cantha marked its people like no other calamity since the Jade Wind itself. There were those, however, who saw it as a weapon, to be wielded by the right hands. Many plagues have been concocted since then, deep in the tunnels of the Undercity. These necromancers forgo their shroud in exchange of a belt hosting a wide array of plague bombs. Wielding pistols in both hands, and drinking elixirs to infuse their bodies with all kind of toxins, they are a danger to both themselves and anyone who opposes them.
- Engineer - Golemancer: The joint efforts of the Pact, together with salvaged technology from Rata Novus, have lead to quick advancements in golemancy, the likes never seen before. Skilled engineers can now operate in combat driving a new generation of golem suits, wholly compatible with all kind of classic kit upgrades, thanks to their weaponized dynamic wrist rotation. Their weapon of choice is the focus, complemented by multi-purpose glyphs, adapted for both normal and in-suit usage. This tournament of bookahs will prove the superiority of asuran magitech once and for all.
- Ranger - Reaver: The nomadic Luxon from the Jade Sea are constantly adapting to their hazardous homeland in order to survive. Their rangers scout the everchanging landscape, accompanied by a swarm of smaller pets instead of individual companions. Stone Crabs, Sea Snakes, or even exotic creatures like Pocket Raptors and Pygmy Moas qualify for swarm training. They are trained to wield spears in both hands, using them in both close and ranged combat. They make extensive use of various venoms, applying them to both their weapons and their swarms.
- Thief - Assassin: Canthan culture is famous for many things, but the most shocking has to be their tolerance for paid murder. Death by unnatural causes is commonplace, and assassination is a refined art. Stealing is a petty maneuver when you can just gear yourself with all sort of deadly murder tools, like chains, claws, blowpipes, and more. When these tools are not enough, greatswords can finish the job quickly. Practicing combat stances since they are born, assassins are the most dangerous foe one can face in the southern continent.
- Guardian - Forgemaster: The tournament has gathered an incredible host of heroes from all over the world, displaying exotic arts never seen before. Such is the way of the forge mastery, an ancient jotun technique. Summoning whole armories of weapons from their spirit forges, forgemasters are walking armies of floating weapons, handling multiple enemies at once with ease. They wield greataxes in battle, combined with various stances to position and control the formations of their floating weapons by their sides.
- Revenant - Ritualist: The lands of Cantha are famous for their deep connection to the Mists, and the birthplace of the ritualist arts. Sharing that same connection, it is natural for revenants to follow in their path. These new teachings let them summon spirits connected to each of their legendary stances, strengthening their connection to each legend and its powers. Their weapon of choice is the scepter, and they have also learned to invoke the power of the legendary ritualist, Master Togo, summoning ashes to support their allies.
- Warrior - Gladiator: What would be a tournament without some good old gladiatorial spectacle? Accompanied by bloodthirsty pit beasts equipped with forged combat armor from the fangs to the tail, the Zaishen warriors know the true meaning of every violent word spoken by man or god alike. They carry tridents into battle, with which they can hold their prey for their pets to feast on. Their faith on the god of war has only gotten stronger since his demise, and their mantras still echo the fiery power of the fallen god.
Fourth expansion - Plains of Golghein
The fourth expansion would lead us into a charr civil war, with the Blood Legion imperator Bangar Ruinbringer getting control of the remaining Flame Legion and rebelling against Ash and Iron Legions. Eight of these elite specializations are based on charr themes, two for each legion, and the ninth is based on Ascalonian culture.
- Elementalist - Shaman: Under orders of the Supreme Imperator, the Flame Legion has started training their elementalists for all-out war. A shaman is always accompanied by an elementally-attuned effigy, a loyal pet that will serve as his bodyguard, crushing their enemies in close combat while his master focuses on the battlefield. They wield longbows into battle, using them to transform their elemental magic into a rain of death against their enemies. They support the front lines by summoning turret-like totems, which spread blessings to their allies and curses to their enemies.
- Mesmer - Bladedancer: The mesmers of the Ash Legion are expert duelists. They move too fast for their illusions to keep track, so they have no use for shattering abilities. Leaving copies of themselves behind, they choose to replicate the weapons they are wielding, summoning illusory weapons instead, which are thrown against the enemy in a whirlwind of illusory fury. Bladedancers dance across the battlefield, mercilessly cutting down their enemies with their daggers. To top it off, they impregnate their blades with hallucinogenic venoms, sealing the fate of their victims.
- Necromancer - Necrophage: The Blood Legion has resurrected their darkest banned ancient art, too terrible for even the Flame Legion to use. Necrophages feast on their enemies, harvesting their blood and flesh. Instead of channeling their powers into a shroud, they use them to rear their own fleshreaver servant, from youth to adulthood. This process creates a repugnant parent-children link between both, securing the loyalty of the demon. They wield greataxes to butcher their enemies efficiently, and chant mantras during their ritual sacrifices.
- Engineer - Technopriest: The most closely kept secret of the Black Citadel, technopriests are religious zealots devoted to technology, revering all things machine as part of a greater purpose. They embrace dangerous techniques, like kit fusion, and wield scythes, usually geared with chainsaw blades. Their devotion to progress manifests through mantras, revering their dark gods. As long as their questionable methods keep yielding results, the black sheep of the Iron Legion will be allowed to run wild; far away from the public eye, of course. Charr need no gods, after all.
- Ranger - Bloodhound: The rangers of the Blood Legion are a disciplined force of hunters, trained to strike down any target, be them beasts, enemy soldiers, or siege engines. Their pets undergo a special combat training, letting their masters deploy both pets at once, increasing their efficiency far above that of a normal ranger. Wielding crossbows into battle, they strike down their enemies from a safe distance, under the cover of various deception skills. The plains remain untamed, even after centuries of charr occupation, and only the best can hunt there and return alive.
- Thief - Changeling: The elite unit of the Ash Legion, changelings use secret ooze-based alchemy to blend with the shadows. They throw potions filled with their mysterious goo at the ground, creating pools of darkness, which they can merge with to either take shelter or teleport to different pools. This goo can be attached to an enemy's shadow as well, creating a mobile pool, and letting the changeling stalk and surprise attack said enemy. They wield a vial and various elixirs in battle, filled with beverages they can either drink or throw.
- Guardian - Stormcaller: In times of need, every able soldier is conscripted for war, and the ghosts that haunt Ascalon are no exception. Stormcallers use forbidden magic to control and weaponize those cursed by the Foefire, summoning the ghostly army to their side. They honor the legacy of their name by wielding a warhorn into battle, using magic much like the one once used to defeat the charr in Rin, and summon ancient banners, rallying their ghostly companions around them. Be careful, though. The pact is tenuous, and the ghosts will not be fooled forever.
- Revenant - Hierophant: The elders of the charr can borrow powers from the Mists, storing them into relics. These artifacts, each legend having one of its own, float besides them in battle, amplifying their magical capabilities. Hierophants wield spears in combat, impaling their targets from the distance. Their legend of choice is Imperator Bonfaaz Burntfur, one of the biggest heroes of the charr, revered by all legions. Using titan magic, he summoned the Searing that destroyed Ascalon, giving the charr their first victory after centuries of defeats against the humans.
- Warrior - Dreadnought: Walking siege engines, dreadnoughts represent the pride and prestige of the Iron legion. Armed to the teeth, these soldiers carry heavy weapon kits into battle, deploying the likes of machine guns, heavy flamethrowers, or energy cannons, letting them sacrifice speed and mobility in exchange of additional firepower. Aside from their kit equipment, they are trained to use pistols in close combat, and carry a stack of mine traps, which they can place across the battlefield or to fortify their position.
Fifth expansion - Depths of Tyria
The fifth and final expansion deals with Jormag and Primordus, leading us north and underground. We have to look for clues as to how the dragons were defeated the previous time, so these elite specializations are based on the five ancient races. Two are based on dwarf, mursaat, forgotten, and jotun themes, and a single one is based on seer themes.
- Elementalist - Monk: The monk arts disappeared from Tyrian society long ago, but the dwarves kept their oldest incarnation intact, improving it over the last two centuries. The peaceful figure of the past is gone, replaced by a stalwart chaplain fighting beside his brothers at the front lines, keeping them all alive as the battle goes on. Monks carry floating hammers by their side, consuming them to channel their healing powers. Their weapon of choice is the mace, wielded in both hands, and their classic prayers are now channeled through mantras.
- Mesmer - Inquisitor: The high-ranking mesmers of the White Mantle were some of the most formidable foes Kryta ever faced, but they are no more, and their abilities now belong to the Shining Blade. Inquisitors wield these powers, letting them alter reality and turn the environment upside down into a deadly weapon. They wield rifles in battle, giving them the safe distance the zealots so often disregarded. They can manipulate their surroundings further, drawing pieces of debris from it to build constructs and send them to attack their enemies.
- Necromancer - Swarmhost: The long-dead insectoid seers were able to communicate and coexist with multiple invertebrate creatures, going as far as to form a symbiotic relationship with them, whole colonies crawling under their skin. Swarmhosts follow their teachings, leading swarms of insects into battle, taking their classic role of minion mastery much further. They wield crossbows in combat, designed to immobilize their targets and leave them ripe for swarm consumption, and can increase their joint effectiveness by applying various venoms to both their bolts and their minions.
- Engineer - Occultist: Many ancient civilizations were lost to time, their ruins and artifacts the only reminder of their existence. Some left dangerous technologies behind, locked gates that should not be opened by mortal hands. The most daring engineers, calling themselves occultists, dig the depths looking for these haunted treasures, and combine them into a sentient mechanical construct, called the gatekeeper, hosting powers beyond mortal comprehension. They command their otherworldly pet with a staff, and use stances to direct it further.
- Ranger - Botanist: Unbeknownst to many, the jotun were great gardeners. Millennia ago, when the Elder Dragons first rose, they rushed to save and catalog multiple species of plants and animals, keeping them safe until the dragons went into sleep once again. Deep underground, they developed magic to grow them strong and healthy. Botanists carry with them a seed pouch full of magic plants, which they can throw and see hatch almost immediately. They use vials to nurture their seedlings, and summon wells to grow entire gardens out of thin air.
- Thief - Spiritbinder: The surviving bandits and zealots of the White Mantle chase no money or goods, only souls. Using ancient mursaat and seer magic, spiritbinders carry floating bloodstone shards in combat, trapping the spirits of their enemies inside, to then blow them to pieces with their maces and consume the resultant magical reaction; all while chanting demonic mantras to celebrate their heresy. The mursaat may be long gone, but the faith of their most ardent followers will never die, as long as their corrupted hearts still beat.
- Guardian - Paragon: The original Elonian arts of the paragon were lost to time after Palawa Joko's ascent. However, newfound forgotten relics may pave the way for a glorious return. Paragons channel guardian powers with a blaze of fury, temporarily ascending and transforming into a winged flaming avatar of wrath, striking fear into the enemies of everything that is pure. They carry tridents in combat, cleaving their enemies in half with every strike, and channel their remaining fury through wells of light, supporting their allies and consuming their enemies.
- Revenant - Stargazer: The jotun had an extensive knowledge of astrology during the ancient times. Their sages watched the skies, trying to foresee future events, including the rise of the Elder Dragons. Stargazers can channel the magic of the stars, becoming one with the sky to temporarily upgrade their weapon skills. Their weapon of choice is the greatsword, used to open rifts between the worlds. They commune with the Spirits of the Wild by channeling the power of Asgeir Dragonrender, the legendary norn hero who faced Jormag and survived to tell the tale.
- Warrior - Thunderlord: Once upon a time, the greatest warriors among the dwarves commanded the powers of the mountain against their enemies. Blessed by their ancient gods, they built the dwarven fortress of Thunderhead Keep, beginning a new era of prosperity for the dwarven race. Thunderlords mark the ground with runic magic, attracting storms to strike their runes and any fools nearby. They wield scepters in combat, using them as lightning rods to further channel the storm. They never go into battle without a good barrel of elixirs, more potent than common ale.
Well, that's it! Hope you liked them, and if you have any feedback or questions, feel free to post them here .
Same elite spec ideas, in the context of a redesign:
Elementalist - Mesmer - Necromancer - Engineer - Ranger - Thief - Guardian - Revenant - Warrior