What do we want the future elite specs to be? (We all know there coming) — Guild Wars 2 Forums

What do we want the future elite specs to be? (We all know there coming)

Personally I think we should get a dual warhorn thief called the Whistleblower, and the Whistleblower would focus mostly on self-preservation and giving the plain annoying conditions such as Blindness and Cripple. Oh, and the Whistleblower wouldn't have any actual attacks because skills 1 through 0 would either be boons and some healing galore or Blindness and Cripple galore. Yay, no damage dealt or received! ;)

<1

Comments

  • One shot perma stealth greatsword assasin teef ...

  • Wondrouswall.7169Wondrouswall.7169 Member ✭✭✭

    Still waiting for a dual-wield-shield e-spec.

    PET PRECISION & DPS DATA (DPS outdated)
    Back in Black... Desert Online.

  • Klowdy.3126Klowdy.3126 Member ✭✭✭

    @Wondrouswall.7169 said:
    Still waiting for a dual-wield-shield e-spec.

    Ah, the true tank spec. Just go toughness/vitality/concentration, and stand in every boss attack in the game, lol.

  • dceptaconroy.7928dceptaconroy.7928 Member ✭✭✭

    I'd go for a full downstate necro elite. Also rework harpoon from the warclaw for basic movement retitled curbcrawl. Sameish stellar mobility as we currently have so not much needs to be tweaked.

  • Alatar.7364Alatar.7364 Member ✭✭✭✭

    Either off-hand Sword or GS Thief that is actually capable of dueling unlike the intended DD and I die a happy gamer

    ~ I Aear cân ven na mar

  • Klowdy.3126Klowdy.3126 Member ✭✭✭

    @AlexxxDelta.1806 said:
    "We all know they 're coming."

    I don't.

    Didn't the devs say at one point they would be releasing especs outside of an expansion?

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭

    main hand focus guard:
    auto attack forces your team mates within 2000 range to switch targets to the called target.

    Te lazla otstra.

  • AlexxxDelta.1806AlexxxDelta.1806 Member ✭✭✭✭

    @Klowdy.3126 said:

    @AlexxxDelta.1806 said:
    "We all know they 're coming."

    I don't.

    Didn't the devs say at one point they would be releasing especs outside of an expansion?

    Mike Z mentioned "expansion-like features" for LS but nothing specific about elite specs. It would be cool if that's true, do you remember where that was?

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭
    edited May 2, 2019
    • Shadow Caster: A thief e-spec that replace stealth by "shadow", rely heavily on reveal as both personnal buff and foes debuff. (while in "shadow" the thief is visible and thus lose access to the stealth attack however reveal do not prevent him from entering in shadow). With the "stealth" traits from shadow art, shadow could become a very interesting buff for a resilient thief while capitalizing on reveal as both personnal buff and foes debuff could open some possibility of a thief less bursty but doing good sustain damage
    • Witherer: A necromancer "dodge" e-spec that focus on draining foes' endurance instead of dodging (in PvE, this effect would deal damage to the breakbar).
    • Legionnaire: A warrior that replace it's burst by chorus based on the off-hand or 2 handed weapon they wield, main hand gun as weapon (the closest weapon to GW1 paragon's javelin) and a chant/aria on F2 giving bonus each time you launch a chorus based on how you trait.
    • Hunter: A revenant e-spec based on norn background (semi-animal transform on F2). Idealy it would involve axe main hand and the Owl as a legend.
    • Pharmacist: An Engineer e-spec that use drug implant to mimic other profession's signets.
    • Exorcist: A guardian e-spec using dual guns or riffle with a focus on self buff instead of party/raid wide buffs.
    • Minstrel: A mesmer e-spec whose shatter skills are replaced by channeled "songs" with different effects (duration of the channeling effect based on the number of clones dissipated)
    • Archonte: An elementalist e-spec with a magic transform that hide it's HP bar (a lot like the necromancer's shroud). It would build it's ressource by switching element, Skills of the transform would basically be arcane skills able to add effect from the current attunment if traited.
    • Hivemaster: A ranger's e-spec that replace the pet by a set of swarm that are "determined" (invuln to damage) but deal next to no damage. F2 passively buff the hivemaster like a signet, focus or shield as weapon and a set of insects (minions) as utility. Utilities like weapons are optionnal in an e-spec build so the swarm would already be good enough material to create a ranger's zerg build.
  • Klowdy.3126Klowdy.3126 Member ✭✭✭

    @AlexxxDelta.1806 said:

    @Klowdy.3126 said:

    @AlexxxDelta.1806 said:
    "We all know they 're coming."

    I don't.

    Didn't the devs say at one point they would be releasing especs outside of an expansion?

    Mike Z mentioned "expansion-like features" for LS but nothing specific about elite specs. It would be cool if that's true, do you remember where that was?

    No, I've just seen it mentioned in a few threads by other players, which could, more than likely, be people reading into things, mixed with other, such as myself, parroting back misinformation. I guess we all hope, right? I know some don't like the balancing issues new especs bring, but I love getting new styles, and weapons to try out. I'm also not one for doing competitive, or cutting edge content. I still roll LB/GS on my DH, and do better with that than I do with other weapon sets.

  • Zexanima.7851Zexanima.7851 Member ✭✭✭

    Thief "Bard" spec that excels at team support and 1v1. Thematically the best weapon for this would probably be focus but really I would be happy with any one-handed weapon to grow more on the thief's dual wield skills. It seems to me though they might be avoiding to have to expand the dual wield skills because that would require even more development time on top of the e-spec. If I had to pick a two handed I would say hammer fits the support role better but a hammer thief just sounds silly and a GS support thief equally as much.

    No longer playing the game due to PvP being abandon.

  • derd.6413derd.6413 Member ✭✭✭✭

    @Zexanima.7851 said:
    Thief "Bard" spec that excels at team support and 1v1. Thematically the best weapon for this would probably be focus but really I would be happy with any one-handed weapon to grow more on the thief's dual wield skills. It seems to me though they might be avoiding to have to expand the dual wield skills because that would require even more development time on top of the e-spec. If I had to pick a two handed I would say hammer fits the support role better but a hammer thief just sounds silly and a GS support thief equally as much.

    bard sounds more like a mesmer thing then thief

    I Have No friends, so I Must pug

  • Zexanima.7851Zexanima.7851 Member ✭✭✭

    @derd.6413 said:

    @Zexanima.7851 said:
    Thief "Bard" spec that excels at team support and 1v1. Thematically the best weapon for this would probably be focus but really I would be happy with any one-handed weapon to grow more on the thief's dual wield skills. It seems to me though they might be avoiding to have to expand the dual wield skills because that would require even more development time on top of the e-spec. If I had to pick a two handed I would say hammer fits the support role better but a hammer thief just sounds silly and a GS support thief equally as much.

    bard sounds more like a mesmer thing then thief

    True, it was just the quickest thing to pop into my head. I'm not really sure what theme would fit the idea best. Tactician? Saboteur? Not sure really.

    No longer playing the game due to PvP being abandon.

  • Thornwolf.9721Thornwolf.9721 Member ✭✭✭✭
    1. Occultist: A necromancer elite spec focused around using demonic magic; and transforming into one's inner demon that changes based on the traits chosen by the player. (One would have wings and be more stero-typical, hyrbid builds?. One would be more bulky and be more tanky/group support and the final one would be more baal looking from diablo very spooky and full of condi.) New weapon, Sword. (Sends ranged slashes out at foes, think sephiroth.)
    2. Eldritch Harbinger: A messmer eliet spec focused on summoning eldritch horrors to the field, whom attack and then vanish causing nightmares and hysteria as the whispers from the depths drive those who face the Harbinger mad. New Condition, madness which causes the user to be driven mad and cause hysteria within their ranks causing them to attack one another. New weapon Trident on land. (A different long range weapon unlike staff, that can go either direction for builds.)
    3. The Corrupted: A revenant elite spec allowing the user to embrace the power of the norn bear; using the destructive nature of Svanir they battle foes and rush into battle with their mighty great-sword. They must balance between jora and Svanir in an never ending battle for supremacy within; And when they are overwhelmed they take the form of the norn-bear and become an unstoppable force of destruction through natures perversion.
    4. The Shaper: An elementalist elite spec focused on using the elemental power of our world infused with ley-line energy, call forth the elemental aspects and deal damage as a front line tank. New weapon Mace + Shield. (Primarily a group utility character, to rival the chrono)
    5. The wanderer: Ranger eliet spec focused on summoning wicker creatures to attack your foes; As well infuse your pet to be more powerful and become you're saving grace as you use nature energy to protect yourself. Sharing aggro between you and your pet you become a natural bastion, using nature magic in new and creatively destructive ways. Your wicker beasts roam in a back as your pet leads the charge; Together you face down the hordes of enemies who would see you dead. New weapon Scepter + Shield. (Another tanky character, as we only really have chrono who is "Designed" to be a tank atm.)
    6. Steam-mancer: Engineer eliet spec focused on maintaining steam creatures; They rush in and do damage only to self destruct once the time is up. New weapon Dual Daggers. Their focus would be hard burst damage, with overwhelming expendable odds.
    7. Lightbringer: A guardian eliet spec focused around smiting and going back to more their monk roots. Their weapon of choice would be Dagger + Warhorn, they buff and call forth the power of the light and life to heal and deal damage to enemies. Their healing is directly tied to the damage they deal; The more damage they inflict the more they will heal (A call back to perhaps the 55 builds of guild wars one.)
    8. The Dervish: A Warrior elite spec focused around calling forth the power of the dragons to fight fire with fire; Use the once ancient magics to endow yourself with the natural energies of the enemy. New weapon Scepter + Focus. The scepter would focus like a flail and would make you more of a blackguard like character; You would focus you're utilities on taking on the appearance to some extent of the dragons you call forth. Rather than the gods who have abandoned you, you call upon your hated foe and that hatred only makes the power you use from them all the more potent.
  • Alatar.7364Alatar.7364 Member ✭✭✭✭

    @Thornwolf.9721 said:
    1. Occultist: A necromancer elite spec focused around using demonic magic; and transforming into one's inner demon that changes based on the traits chosen by the player. (One would have wings and be more stero-typical, hyrbid builds?. One would be more bulky and be more tanky/group support and the final one would be more baal looking from diablo very spooky and full of condi.) New weapon, Sword. (Sends ranged slashes out at foes, think sephiroth.)
    2. Eldritch Harbinger: A messmer eliet spec focused on summoning eldritch horrors to the field, whom attack and then vanish causing nightmares and hysteria as the whispers from the depths drive those who face the Harbinger mad. New Condition, madness which causes the user to be driven mad and cause hysteria within their ranks causing them to attack one another. New weapon Trident on land. (A different long range weapon unlike staff, that can go either direction for builds.)
    3. The Corrupted: A revenant elite spec allowing the user to embrace the power of the norn bear; using the destructive nature of Svanir they battle foes and rush into battle with their mighty great-sword. They must balance between jora and Svanir in an never ending battle for supremacy within; And when they are overwhelmed they take the form of the norn-bear and become an unstoppable force of destruction through natures perversion.
    4. The Shaper: An elementalist elite spec focused on using the elemental power of our world infused with ley-line energy, call forth the elemental aspects and deal damage as a front line tank. New weapon Mace + Shield. (Primarily a group utility character, to rival the chrono)
    5. The wanderer: Ranger eliet spec focused on summoning wicker creatures to attack your foes; As well infuse your pet to be more powerful and become you're saving grace as you use nature energy to protect yourself. Sharing aggro between you and your pet you become a natural bastion, using nature magic in new and creatively destructive ways. Your wicker beasts roam in a back as your pet leads the charge; Together you face down the hordes of enemies who would see you dead. New weapon Scepter + Shield. (Another tanky character, as we only really have chrono who is "Designed" to be a tank atm.)
    6. Steam-mancer: Engineer eliet spec focused on maintaining steam creatures; They rush in and do damage only to self destruct once the time is up. New weapon Dual Daggers. Their focus would be hard burst damage, with overwhelming expendable odds.
    7. Lightbringer: A guardian eliet spec focused around smiting and going back to more their monk roots. Their weapon of choice would be Dagger + Warhorn, they buff and call forth the power of the light and life to heal and deal damage to enemies. Their healing is directly tied to the damage they deal; The more damage they inflict the more they will heal (A call back to perhaps the 55 builds of guild wars one.)
    8. The Dervish: A Warrior elite spec focused around calling forth the power of the dragons to fight fire with fire; Use the once ancient magics to endow yourself with the natural energies of the enemy. New weapon Scepter + Focus. The scepter would focus like a flail and would make you more of a blackguard like character; You would focus you're utilities on taking on the appearance to some extent of the dragons you call forth. Rather than the gods who have abandoned you, you call upon your hated foe and that hatred only makes the power you use from them all the more potent.

    Duck thief, right? =D

    ~ I Aear cân ven na mar

  • derd.6413derd.6413 Member ✭✭✭✭

    @Alatar.7364 said:

    @Thornwolf.9721 said:
    1. Occultist: A necromancer elite spec focused around using demonic magic; and transforming into one's inner demon that changes based on the traits chosen by the player. (One would have wings and be more stero-typical, hyrbid builds?. One would be more bulky and be more tanky/group support and the final one would be more baal looking from diablo very spooky and full of condi.) New weapon, Sword. (Sends ranged slashes out at foes, think sephiroth.)
    2. Eldritch Harbinger: A messmer eliet spec focused on summoning eldritch horrors to the field, whom attack and then vanish causing nightmares and hysteria as the whispers from the depths drive those who face the Harbinger mad. New Condition, madness which causes the user to be driven mad and cause hysteria within their ranks causing them to attack one another. New weapon Trident on land. (A different long range weapon unlike staff, that can go either direction for builds.)
    3. The Corrupted: A revenant elite spec allowing the user to embrace the power of the norn bear; using the destructive nature of Svanir they battle foes and rush into battle with their mighty great-sword. They must balance between jora and Svanir in an never ending battle for supremacy within; And when they are overwhelmed they take the form of the norn-bear and become an unstoppable force of destruction through natures perversion.
    4. The Shaper: An elementalist elite spec focused on using the elemental power of our world infused with ley-line energy, call forth the elemental aspects and deal damage as a front line tank. New weapon Mace + Shield. (Primarily a group utility character, to rival the chrono)
    5. The wanderer: Ranger eliet spec focused on summoning wicker creatures to attack your foes; As well infuse your pet to be more powerful and become you're saving grace as you use nature energy to protect yourself. Sharing aggro between you and your pet you become a natural bastion, using nature magic in new and creatively destructive ways. Your wicker beasts roam in a back as your pet leads the charge; Together you face down the hordes of enemies who would see you dead. New weapon Scepter + Shield. (Another tanky character, as we only really have chrono who is "Designed" to be a tank atm.)
    6. Steam-mancer: Engineer eliet spec focused on maintaining steam creatures; They rush in and do damage only to self destruct once the time is up. New weapon Dual Daggers. Their focus would be hard burst damage, with overwhelming expendable odds.
    7. Lightbringer: A guardian eliet spec focused around smiting and going back to more their monk roots. Their weapon of choice would be Dagger + Warhorn, they buff and call forth the power of the light and life to heal and deal damage to enemies. Their healing is directly tied to the damage they deal; The more damage they inflict the more they will heal (A call back to perhaps the 55 builds of guild wars one.)
    8. The Dervish: A Warrior elite spec focused around calling forth the power of the dragons to fight fire with fire; Use the once ancient magics to endow yourself with the natural energies of the enemy. New weapon Scepter + Focus. The scepter would focus like a flail and would make you more of a blackguard like character; You would focus you're utilities on taking on the appearance to some extent of the dragons you call forth. Rather than the gods who have abandoned you, you call upon your hated foe and that hatred only makes the power you use from them all the more potent.

    Duck thief, right? =D

    what about Darkwing Duck?

    I Have No friends, so I Must pug

  • Thornwolf.9721Thornwolf.9721 Member ✭✭✭✭
    1. Reaver: Thief Eliet spec, focused on brawling and staying a fight longer through their tenacity and hateful intent. Loosing stealth and dodge; You gain a ton of lifesteal and hard cc. You're weapon would be Ax +shield, and you use shield in offensive shield slams as your ax is used for disarms and punishing counters. Steal becomes "Nice try." Where you block the next incoming attack and then hit the enemy with all of your hatred; Causing them to be cc'd and have torment applied to them along with vulnerability. (This spec is a hard condi thief build.)

    There Sorry I forgot thief, Hope that is satisfactory.> @derd.6413 said:

    @Alatar.7364 said:

    @Thornwolf.9721 said:
    1. Occultist: A necromancer elite spec focused around using demonic magic; and transforming into one's inner demon that changes based on the traits chosen by the player. (One would have wings and be more stero-typical, hyrbid builds?. One would be more bulky and be more tanky/group support and the final one would be more baal looking from diablo very spooky and full of condi.) New weapon, Sword. (Sends ranged slashes out at foes, think sephiroth.)
    2. Eldritch Harbinger: A messmer eliet spec focused on summoning eldritch horrors to the field, whom attack and then vanish causing nightmares and hysteria as the whispers from the depths drive those who face the Harbinger mad. New Condition, madness which causes the user to be driven mad and cause hysteria within their ranks causing them to attack one another. New weapon Trident on land. (A different long range weapon unlike staff, that can go either direction for builds.)
    3. The Corrupted: A revenant elite spec allowing the user to embrace the power of the norn bear; using the destructive nature of Svanir they battle foes and rush into battle with their mighty great-sword. They must balance between jora and Svanir in an never ending battle for supremacy within; And when they are overwhelmed they take the form of the norn-bear and become an unstoppable force of destruction through natures perversion.
    4. The Shaper: An elementalist elite spec focused on using the elemental power of our world infused with ley-line energy, call forth the elemental aspects and deal damage as a front line tank. New weapon Mace + Shield. (Primarily a group utility character, to rival the chrono)
    5. The wanderer: Ranger eliet spec focused on summoning wicker creatures to attack your foes; As well infuse your pet to be more powerful and become you're saving grace as you use nature energy to protect yourself. Sharing aggro between you and your pet you become a natural bastion, using nature magic in new and creatively destructive ways. Your wicker beasts roam in a back as your pet leads the charge; Together you face down the hordes of enemies who would see you dead. New weapon Scepter + Shield. (Another tanky character, as we only really have chrono who is "Designed" to be a tank atm.)
    6. Steam-mancer: Engineer eliet spec focused on maintaining steam creatures; They rush in and do damage only to self destruct once the time is up. New weapon Dual Daggers. Their focus would be hard burst damage, with overwhelming expendable odds.
    7. Lightbringer: A guardian eliet spec focused around smiting and going back to more their monk roots. Their weapon of choice would be Dagger + Warhorn, they buff and call forth the power of the light and life to heal and deal damage to enemies. Their healing is directly tied to the damage they deal; The more damage they inflict the more they will heal (A call back to perhaps the 55 builds of guild wars one.)
    8. The Dervish: A Warrior elite spec focused around calling forth the power of the dragons to fight fire with fire; Use the once ancient magics to endow yourself with the natural energies of the enemy. New weapon Scepter + Focus. The scepter would focus like a flail and would make you more of a blackguard like character; You would focus you're utilities on taking on the appearance to some extent of the dragons you call forth. Rather than the gods who have abandoned you, you call upon your hated foe and that hatred only makes the power you use from them all the more potent.

    Duck thief, right? =D

    what about Darkwing Duck?

    @Alatar.7364 said:

    @Thornwolf.9721 said:
    1. Occultist: A necromancer elite spec focused around using demonic magic; and transforming into one's inner demon that changes based on the traits chosen by the player. (One would have wings and be more stero-typical, hyrbid builds?. One would be more bulky and be more tanky/group support and the final one would be more baal looking from diablo very spooky and full of condi.) New weapon, Sword. (Sends ranged slashes out at foes, think sephiroth.)
    2. Eldritch Harbinger: A messmer eliet spec focused on summoning eldritch horrors to the field, whom attack and then vanish causing nightmares and hysteria as the whispers from the depths drive those who face the Harbinger mad. New Condition, madness which causes the user to be driven mad and cause hysteria within their ranks causing them to attack one another. New weapon Trident on land. (A different long range weapon unlike staff, that can go either direction for builds.)
    3. The Corrupted: A revenant elite spec allowing the user to embrace the power of the norn bear; using the destructive nature of Svanir they battle foes and rush into battle with their mighty great-sword. They must balance between jora and Svanir in an never ending battle for supremacy within; And when they are overwhelmed they take the form of the norn-bear and become an unstoppable force of destruction through natures perversion.
    4. The Shaper: An elementalist elite spec focused on using the elemental power of our world infused with ley-line energy, call forth the elemental aspects and deal damage as a front line tank. New weapon Mace + Shield. (Primarily a group utility character, to rival the chrono)
    5. The wanderer: Ranger eliet spec focused on summoning wicker creatures to attack your foes; As well infuse your pet to be more powerful and become you're saving grace as you use nature energy to protect yourself. Sharing aggro between you and your pet you become a natural bastion, using nature magic in new and creatively destructive ways. Your wicker beasts roam in a back as your pet leads the charge; Together you face down the hordes of enemies who would see you dead. New weapon Scepter + Shield. (Another tanky character, as we only really have chrono who is "Designed" to be a tank atm.)
    6. Steam-mancer: Engineer eliet spec focused on maintaining steam creatures; They rush in and do damage only to self destruct once the time is up. New weapon Dual Daggers. Their focus would be hard burst damage, with overwhelming expendable odds.
    7. Lightbringer: A guardian eliet spec focused around smiting and going back to more their monk roots. Their weapon of choice would be Dagger + Warhorn, they buff and call forth the power of the light and life to heal and deal damage to enemies. Their healing is directly tied to the damage they deal; The more damage they inflict the more they will heal (A call back to perhaps the 55 builds of guild wars one.)
    8. The Dervish: A Warrior elite spec focused around calling forth the power of the dragons to fight fire with fire; Use the once ancient magics to endow yourself with the natural energies of the enemy. New weapon Scepter + Focus. The scepter would focus like a flail and would make you more of a blackguard like character; You would focus you're utilities on taking on the appearance to some extent of the dragons you call forth. Rather than the gods who have abandoned you, you call upon your hated foe and that hatred only makes the power you use from them all the more potent.

    Duck thief, right? =D

  • Vagrant.7206Vagrant.7206 Member ✭✭✭✭

    @Thornwolf.9721 said:
    6. Steam-mancer: Engineer eliet spec focused on maintaining steam creatures; They rush in and do damage only to self destruct once the time is up. New weapon Dual Daggers. Their focus would be hard burst damage, with overwhelming expendable odds.

    Dear god, no more AI utility skills for engineer, PLEASE. Turrets have been trashed, gyros have finally been removed as AI... don't repeat the same mistake a third time.

    The great god Lagki demands sacrifice!

  • Thornwolf.9721Thornwolf.9721 Member ✭✭✭✭

    @Vagrant.7206 said:

    @Thornwolf.9721 said:
    6. Steam-mancer: Engineer eliet spec focused on maintaining steam creatures; They rush in and do damage only to self destruct once the time is up. New weapon Dual Daggers. Their focus would be hard burst damage, with overwhelming expendable odds.

    Dear god, no more AI utility skills for engineer, PLEASE. Turrets have been trashed, gyros have finally been removed as AI... don't repeat the same mistake a third time.

    The idea is more akin to Eso's necro, you summon it and it has a beneficial effect. Example you summon one who heals; Alright but it can't be killed or harmed and it merely exists for a short time offering you a sizable benefit. Perhaps one can run forward and Explode in like a form of Kamikaze, they could also have one who reflects projectiles from a specific enemy forcing them to change targets from you to someone else.

    Maybe one that does a hard cc then explodes; The idea is that they are expendable and self detonate once their task is done. They kind of act like mobile bombs who chase their enemy down and collide to do damage (Steam-punk version of the mushroom caps from HoT but when they dive they die.)

  • Vagrant.7206Vagrant.7206 Member ✭✭✭✭

    @Thornwolf.9721 said:

    @Vagrant.7206 said:

    @Thornwolf.9721 said:
    6. Steam-mancer: Engineer eliet spec focused on maintaining steam creatures; They rush in and do damage only to self destruct once the time is up. New weapon Dual Daggers. Their focus would be hard burst damage, with overwhelming expendable odds.

    Dear god, no more AI utility skills for engineer, PLEASE. Turrets have been trashed, gyros have finally been removed as AI... don't repeat the same mistake a third time.

    The idea is more akin to Eso's necro, you summon it and it has a beneficial effect. Example you summon one who heals; Alright but it can't be killed or harmed and it merely exists for a short time offering you a sizable benefit. Perhaps one can run forward and Explode in like a form of Kamikaze, they could also have one who reflects projectiles from a specific enemy forcing them to change targets from you to someone else.

    Maybe one that does a hard cc then explodes; The idea is that they are expendable and self detonate once their task is done. They kind of act like mobile bombs who chase their enemy down and collide to do damage (Steam-punk version of the mushroom caps from HoT but when they dive they die.)

    That's what the blast gyro did. Was not particularly good at it.

    The great god Lagki demands sacrifice!

  • Thornwolf.9721Thornwolf.9721 Member ✭✭✭✭

    @Vagrant.7206 said:

    @Thornwolf.9721 said:

    @Vagrant.7206 said:

    @Thornwolf.9721 said:
    6. Steam-mancer: Engineer eliet spec focused on maintaining steam creatures; They rush in and do damage only to self destruct once the time is up. New weapon Dual Daggers. Their focus would be hard burst damage, with overwhelming expendable odds.

    Dear god, no more AI utility skills for engineer, PLEASE. Turrets have been trashed, gyros have finally been removed as AI... don't repeat the same mistake a third time.

    The idea is more akin to Eso's necro, you summon it and it has a beneficial effect. Example you summon one who heals; Alright but it can't be killed or harmed and it merely exists for a short time offering you a sizable benefit. Perhaps one can run forward and Explode in like a form of Kamikaze, they could also have one who reflects projectiles from a specific enemy forcing them to change targets from you to someone else.

    Maybe one that does a hard cc then explodes; The idea is that they are expendable and self detonate once their task is done. They kind of act like mobile bombs who chase their enemy down and collide to do damage (Steam-punk version of the mushroom caps from HoT but when they dive they die.)

    That's what the blast gyro did. Was not particularly good at it.

    Well if they focused a Kit around it; Then im sure they would be able to make it work. Again its a different playstyle; And not every single E-spec needs to work with people. Honestly The only one from PoF I like is scourge and that is even iffy; And HoT I only liked herald (At first) , Berserker and druid. So Im under the assumption that they make what sounds cool at the moment; I don't play nor do I have a Engie so I don't know. Sadly I don't really have the insight to make a proper E-spec with it but I felt steam punk was a good way to take it especially with the steam minions from scarlet still being around.

  • Vagrant.7206Vagrant.7206 Member ✭✭✭✭
    edited May 3, 2019

    @Thornwolf.9721 said:

    @Vagrant.7206 said:

    @Thornwolf.9721 said:

    @Vagrant.7206 said:

    @Thornwolf.9721 said:
    6. Steam-mancer: Engineer eliet spec focused on maintaining steam creatures; They rush in and do damage only to self destruct once the time is up. New weapon Dual Daggers. Their focus would be hard burst damage, with overwhelming expendable odds.

    Dear god, no more AI utility skills for engineer, PLEASE. Turrets have been trashed, gyros have finally been removed as AI... don't repeat the same mistake a third time.

    The idea is more akin to Eso's necro, you summon it and it has a beneficial effect. Example you summon one who heals; Alright but it can't be killed or harmed and it merely exists for a short time offering you a sizable benefit. Perhaps one can run forward and Explode in like a form of Kamikaze, they could also have one who reflects projectiles from a specific enemy forcing them to change targets from you to someone else.

    Maybe one that does a hard cc then explodes; The idea is that they are expendable and self detonate once their task is done. They kind of act like mobile bombs who chase their enemy down and collide to do damage (Steam-punk version of the mushroom caps from HoT but when they dive they die.)

    That's what the blast gyro did. Was not particularly good at it.

    Well if they focused a Kit around it; Then im sure they would be able to make it work. Again its a different playstyle; And not every single E-spec needs to work with people. Honestly The only one from PoF I like is scourge and that is even iffy; And HoT I only liked herald (At first) , Berserker and druid. So Im under the assumption that they make what sounds cool at the moment; I don't play nor do I have a Engie so I don't know. Sadly I don't really have the insight to make a proper E-spec with it but I felt steam punk was a good way to take it especially with the steam minions from scarlet still being around.

    Here's some ideas I like:

    https://en-forum.guildwars2.com/discussion/comment/635178/

    • I like the idea of a sound-themed attacker with shouts and a warhorn.
    • Some people like the idea of a tinkerer to switch weapon modes. Could use basically any weapon in this case.
    • Some people think something akin to Batman or Arrow (the superhero) with a shortbow or longbow.
    • Some have suggested a staff to control lightning, or staff to control something.

    The great god Lagki demands sacrifice!

  • Thornwolf.9721Thornwolf.9721 Member ✭✭✭✭

    @Vagrant.7206 said:

    @Thornwolf.9721 said:

    @Vagrant.7206 said:

    @Thornwolf.9721 said:

    @Vagrant.7206 said:

    @Thornwolf.9721 said:
    6. Steam-mancer: Engineer eliet spec focused on maintaining steam creatures; They rush in and do damage only to self destruct once the time is up. New weapon Dual Daggers. Their focus would be hard burst damage, with overwhelming expendable odds.

    Dear god, no more AI utility skills for engineer, PLEASE. Turrets have been trashed, gyros have finally been removed as AI... don't repeat the same mistake a third time.

    The idea is more akin to Eso's necro, you summon it and it has a beneficial effect. Example you summon one who heals; Alright but it can't be killed or harmed and it merely exists for a short time offering you a sizable benefit. Perhaps one can run forward and Explode in like a form of Kamikaze, they could also have one who reflects projectiles from a specific enemy forcing them to change targets from you to someone else.

    Maybe one that does a hard cc then explodes; The idea is that they are expendable and self detonate once their task is done. They kind of act like mobile bombs who chase their enemy down and collide to do damage (Steam-punk version of the mushroom caps from HoT but when they dive they die.)

    That's what the blast gyro did. Was not particularly good at it.

    Well if they focused a Kit around it; Then im sure they would be able to make it work. Again its a different playstyle; And not every single E-spec needs to work with people. Honestly The only one from PoF I like is scourge and that is even iffy; And HoT I only liked herald (At first) , Berserker and druid. So Im under the assumption that they make what sounds cool at the moment; I don't play nor do I have a Engie so I don't know. Sadly I don't really have the insight to make a proper E-spec with it but I felt steam punk was a good way to take it especially with the steam minions from scarlet still being around.

    Here's some ideas I like:

    https://en-forum.guildwars2.com/discussion/comment/635178/

    • I like the idea of a sound-themed attacker with shouts and a warhorn.
    • Some people like the idea of a tinkerer to switch weapon modes. Could use basically any weapon in this case.
    • Some people think something akin to Batman or Arrow (the superhero) with a shortbow or longbow.
    • Some have suggested a staff to control lightning, or staff to control something.

    What about explosive throwing daggers, something like gambit from Xmen. Maybe a magneto like one? That could be cool too.

  • Even though new weapons are fun, it would be so cool to be able to pair staff on Ele with Sword a la Gandalf, either main hand or off hand. I know, I know.. It’s not thought through at all. It might be crazy OP or extremely bad, but I like the concept of it.

  • derd.6413derd.6413 Member ✭✭✭✭

    @Lillbryschan.3281 said:
    Even though new weapons are fun, it would be so cool to be able to pair staff on Ele with Sword a la Gandalf, either main hand or off hand. I know, I know.. It’s not thought through at all. It might be crazy OP or extremely bad, but I like the concept of it.

    i think the closest possibility would be scepter/sword off-hand

    I Have No friends, so I Must pug

  • @derd.6413 said:

    @Lillbryschan.3281 said:
    Even though new weapons are fun, it would be so cool to be able to pair staff on Ele with Sword a la Gandalf, either main hand or off hand. I know, I know.. It’s not thought through at all. It might be crazy OP or extremely bad, but I like the concept of it.

    i think the closest possibility would be scepter/sword off-hand

    Yeah, you’re probably right. But I like the idea non the less. :)

  • Arcaedus.7290Arcaedus.7290 Member ✭✭✭✭

    SPEEEEEEEEAAAAAAAARRRRRRSSSSSSSSSSSSSS

    And by spears, I mean a spec that uses a spear/glaive/polearm as a two-handed weapon. It would be set apart from greatswords by offering more versatility through defensive skills and range (180-240 melee range) at the cost of doing slightly less damage. And could perhaps be either dps-focused or burst-focused depending on the other weapons/builds the class has available. Personally I think elite specs are the best method for introducing new weapon types to the game in a cost-effective way (since "new" weapons must be brought to each class anyways with each batch of elite specs).

    Mike Z said in an interview 3-4 months ago:

    "We do not mind the idea of ​​introducing new weapon types. When we talk about elite specializations and what additional weapons we want to make classes available, there is a balance we try to achieve. So far we have been able to add value to each class due to the weapons we have selected." (source)

    THAT MEANS SPEARS AREN'T OFF THE TABLE. Really though, any new weapon types would be a welcome addition to the game. I think they would definitely add value. New fashion wars, more theory-crafting, new animations to enjoy the game with, and more money for Anet through monetization of skins. I'd call it a win-win overall.

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

    "We do not mind the idea of ​​introducing new weapon types. When we talk about elite specializations and what additional weapons we want to make classes available, there is a balance we try to achieve. So far we have been able to add value to each class due to the weapons we have selected."

    Unfortunately, I believe this is the kind of misleading sentence that ANet usually use to raise the hype. The players understand "introducing new weapon type in the game as a whole" while the dev mean "introducing new weapon type which are new to the specific profession but still in the existing pool of existing weapon".

    The issue with spears is that they are tightly tied to underwater and when you try to equip them they are automatically sloted as underwater weapons. They would have to introduce exceptions and modify the UI and we all know that for them the idea of touching the UI is like the idea of conquering the Everest.

  • Arcaedus.7290Arcaedus.7290 Member ✭✭✭✭

    @Dadnir.5038 said:
    Unfortunately, I believe this is the kind of misleading sentence that ANet usually use to raise the hype. The players understand "introducing new weapon type in the game as a whole" while the dev mean "introducing new weapon type which are new to the specific profession but still in the existing pool of existing weapon".

    The issue with spears is that they are tightly tied to underwater and when you try to equip them they are automatically sloted as underwater weapons. They would have to introduce exceptions and modify the UI and we all know that for them the idea of touching the UI is like the idea of conquering the Everest.

    I see how Mike's line could be interpreted like that, but I highly doubt that's what he meant. Because if that's what he means, then "NOT introducing new weapon types" would have to mean one of two things: designing an elite spec that either doesn't have a new weapon at all, or reuses a weapon it currently already has access to but with different skills.

    Neither of these two scenarios is or was the norm at any point and would be below/worse than the status quo. Mike's line implies that people are calling for something unique that goes above and beyond the status quo (and he's saying he's not against it) so I'm pretty sure he means introducing entirely new weapon types.

    You're right about spears; it would be difficult but introducing ANY new weapon type would be a huge task for the dev team. However, they're talented and if they received the green light, I'm sure they could pull it off. Just some examples of how spears could be implemented into the game to resolve the issue you mentioned:

    1. Keep all underwater weapons/names/coding the same, introduce a new land-based weapon (named something like glaive, polearm, poleaxe, etc.)
    2. Recode all underwater spears as "harpoons." Then, "land spears" as everyone likes to call them would be an entirely new land-based weapon that reuses most if not all of the skins from the underwater harpoons.
    3. In addition to #2 or #1, to reduce amount of time spent designing new skins, and time spent rigging the spears to various models/enabling them for various classes, the spear could be tied to one or a few elite specs per expac. I mean for every expac anyways, classes essentially receive new rigs/animations since they're now capable of using a weapon they previously could not use. What does it matter if that new weapon is a spear (for which there are already rigs and animations) vs. a sword?
  • Samuel.4812Samuel.4812 Member ✭✭✭

    Beyond a pirate theme id really like..

    A true shaman. This could be a petless Ranger spec or elementalist. Mace and shield. Fast long range lightning bolt attacks, healing water abilities and the ability to close and use imbued mace for cc and shield for defense.

    I always loved the wow shaman but that tribal voodoo, element wielding spirit talker eludes me in this game.

    As it is ele feels too glass Cannon and limited by weapon type. I'm unsure why mace has had no love in terms of opening it up to non soldier professions? I think they should open up Weapons to more professions outside of the elite spec.

  • Raknar.4735Raknar.4735 Member ✭✭✭
    edited May 7, 2019

    Revenant: Greatsword with Varesh Ossa as Legend

    It actually allows the Rev to channel 2 Legends
    The Rev gets access to 2 new Legends he can equip, either together or mix with the old legends.

    • Legendary Prophet / Warmarshal (Varesh as Human / Dervish)
    • Legendary Margonite / Commander (Varesh as Margonite / Paragon)

    (So you can go Dervish/Paragon | Dervish/Shiro | Paragon/Mallyx | etc.)

    The Greatsword itself isn't strictly melee:

    • If "Dervish" - legend is equipped it is a melee cleaving Weapon, utilizing wide swing attacks resembling the GW1 Scythe
    • If "Paragon" - legend is equipped it is a single target ranged Weapon, throwing the greatsword like a spear at the enemies (On-land Spears / Polearms please)
    • If both legends are equipped the greatsword moveset changes depending on which legend is currently channeled.
      (Dervish(channeled)/Paragon = melee moveset | Dervish/Paragon(channeled) = ranged moveset)

    If any other legend is paired up with Dervish the greatsword will always utilize melee mode, vice versa if Paragon is equiped it retains its ranged mode while channeling the other legend.
    (eg Paragon/Mallyx(channeled) = ranged moveset)

    Using greatsword without having equipped a Varesh-legend will default it to melee mode. (eg Shiro/Mallyx)

    Greatsword details:
    * Melee mode uses area/cleaving attacks, since the current sword/sword feels more like a single target weaponset
    * Ranged mode should be around 900 range, single target skills, faster attacks than the current hammer

    Edit: To clarify my mistake about channeling 2 Legends

  • FyzE.3472FyzE.3472 Member ✭✭✭✭

    Weapon swaps for Ele and Engineer. Ele gets his HP pool up to medium level.

  • derd.6413derd.6413 Member ✭✭✭✭

    @FyzE.3472 said:
    Weapon swaps for Ele and Engineer. Ele gets his HP pool up to medium level.

    try to stay realistic

    I Have No friends, so I Must pug

  • Klowdy.3126Klowdy.3126 Member ✭✭✭
    edited May 7, 2019

    @Raknar.4735 said:
    Revenant: Greatsword with Varesh Ossa as Legend

    It actually allows the Rev to channel 2 Legends

    • Legendary Prophet / Warmarshal (Varesh as Human / Dervish)
    • Legendary Margonite / Commander (Varesh as Margonite / Paragon)

    The Greatsword itself isn't strictly melee:

    • If "Dervish" - legend is equipped it is a melee cleaving Weapon, utilizing wide swing attacks resembling the GW1 Scythe
    • If "Paragon" - legend is equipped it is a single target ranged Weapon, throwing the greatsword like a spear at the enemies (On-land Spears / Polearms please)
    • If both legends are equipped the greatsword moveset changes depending on which legend is currently channeled.

    If any other legend is paired up with Dervish the greatsword will always utilize melee mode, vice versa if Paragon is equiped it retains its ranged mode while channeling the other legend.
    Using greatsword without having equipped a Varesh-legend will default it to melee mode.

    Greatsword details:
    * Melee mode uses area/cleaving attacks, since the current sword/sword feels more like a single target weaponset
    * Ranged mode should be around 900 range, single target skills, faster attacks than the current hammer

    I like this idea, but what would be the point of channeling two legends? It has been a very long time since I've played revenant, but aren't the legends just basically utility swaps? Are there buffs when channeling a legend outside of herald's F2? I'm not trying to be rude, if I'm coming off that way, I'm just curious what the functionality would be.

    Edit: Did you mean you would be able to mix and match utility based on both legends? Because I really like that idea.

  • Raknar.4735Raknar.4735 Member ✭✭✭
    edited May 7, 2019

    @Klowdy.3126 said:

    @Raknar.4735 said:
    Revenant: Greatsword with Varesh Ossa as Legend

    It actually allows the Rev to channel 2 Legends

    • Legendary Prophet / Warmarshal (Varesh as Human / Dervish)
    • Legendary Margonite / Commander (Varesh as Margonite / Paragon)

    The Greatsword itself isn't strictly melee:

    • If "Dervish" - legend is equipped it is a melee cleaving Weapon, utilizing wide swing attacks resembling the GW1 Scythe
    • If "Paragon" - legend is equipped it is a single target ranged Weapon, throwing the greatsword like a spear at the enemies (On-land Spears / Polearms please)
    • If both legends are equipped the greatsword moveset changes depending on which legend is currently channeled.

    If any other legend is paired up with Dervish the greatsword will always utilize melee mode, vice versa if Paragon is equiped it retains its ranged mode while channeling the other legend.
    Using greatsword without having equipped a Varesh-legend will default it to melee mode.

    Greatsword details:
    * Melee mode uses area/cleaving attacks, since the current sword/sword feels more like a single target weaponset
    * Ranged mode should be around 900 range, single target skills, faster attacks than the current hammer

    I like this idea, but what would be the point of channeling two legends? It has been a very long time since I've played revenant, but aren't the legends just basically utility swaps? Are there buffs when channeling a legend outside of herald's F2? I'm not trying to be rude, if I'm coming off that way, I'm just curious what the functionality would be.

    Edit: Did you mean you would be able to mix and match utility based on both legends? Because I really like that idea.

    Don't worry, you're not coming off as rude, I made a mistake by saying "It actually allows the Rev to channel 2 Legends".
    I just wanted to say the Revenant gets 2 new legends and is able to use them like the others, by channeling each one of them seperately.
    What I mean by "channeling" is simply which legend currently is active.
    So if you're using Shiro-utilities he's currently being "channelled".

    Yes, legends are pretty much just a utility swap. But there are some things that change based on the channeled legend, eg Trident autoattack inflicts a different condition based on the current legend.

    Edit: Also mix and matching utility skills would be an idea for another elite-spec. It would probably cost Rev the "legend-swapping" mechanic as a drawback, similiar to not having necro shroud as scourge.

  • Auburner.6945Auburner.6945 Member ✭✭✭

    I want Elementalist to be useful for once. If the future e-spec can provide that, I am down to it.

    Pull the strings. Watch them dance.

  • Klowdy.3126Klowdy.3126 Member ✭✭✭

    @Raknar.4735 said:

    @Klowdy.3126 said:

    @Raknar.4735 said:
    Revenant: Greatsword with Varesh Ossa as Legend

    It actually allows the Rev to channel 2 Legends

    • Legendary Prophet / Warmarshal (Varesh as Human / Dervish)
    • Legendary Margonite / Commander (Varesh as Margonite / Paragon)

    The Greatsword itself isn't strictly melee:

    • If "Dervish" - legend is equipped it is a melee cleaving Weapon, utilizing wide swing attacks resembling the GW1 Scythe
    • If "Paragon" - legend is equipped it is a single target ranged Weapon, throwing the greatsword like a spear at the enemies (On-land Spears / Polearms please)
    • If both legends are equipped the greatsword moveset changes depending on which legend is currently channeled.

    If any other legend is paired up with Dervish the greatsword will always utilize melee mode, vice versa if Paragon is equiped it retains its ranged mode while channeling the other legend.
    Using greatsword without having equipped a Varesh-legend will default it to melee mode.

    Greatsword details:
    * Melee mode uses area/cleaving attacks, since the current sword/sword feels more like a single target weaponset
    * Ranged mode should be around 900 range, single target skills, faster attacks than the current hammer

    I like this idea, but what would be the point of channeling two legends? It has been a very long time since I've played revenant, but aren't the legends just basically utility swaps? Are there buffs when channeling a legend outside of herald's F2? I'm not trying to be rude, if I'm coming off that way, I'm just curious what the functionality would be.

    Edit: Did you mean you would be able to mix and match utility based on both legends? Because I really like that idea.

    Don't worry, you're not coming off as rude, I made a mistake by saying "It actually allows the Rev to channel 2 Legends".
    I just wanted to say the Revenant gets 2 new legends and is able to use them like the others, by channeling each one of them seperately.
    What I mean by "channeling" is simply which legend currently is active.
    So if you're using Shiro-utilities he's currently being "channelled".

    Yes, legends are pretty much just a utility swap. But there are some things that change based on the channeled legend, eg Trident autoattack inflicts a different condition based on the current legend.

    Edit: Also mix and matching utility skills would be an idea for another elite-spec. It would probably cost Rev the "legend-swapping" mechanic as a drawback, similiar to not having necro shroud as scourge.

    I actually like the idea of channeling two legends in order to mix and match utilities, but I have a feeling that would become mandatory no matter what role your trying to fill, just to maximize said role. I to agree with the the GS as a new weapon, and like your idea of having different niches to fill.

  • LucianTheAngelic.7054LucianTheAngelic.7054 Member ✭✭✭✭

    @Auburner.6945 said:
    I want Elementalist to be useful for once. If the future e-spec can provide that, I am down to it.

    Like in what mode? Lmao elementalist is useful and has been for ages, just not as useful currently in pvp, but before PoF was amazing. So “for once” is probably the wrong phrase to use here

  • InsaneQR.7412InsaneQR.7412 Member ✭✭✭✭
    edited May 8, 2019

    Well what elite spec I want?

    Lets start with the heavy armored professions, let's call this part 1.

    Warrior:

    Warshaper (or any other fancy mystic sounding slaughter fellow name):

    Weapon: Staff (Scythe basically)
    Swings a staff in battle and enhances its weapons and inspires his allies with its own battle thrill increasing their range and prowess.
    While your staff is in sheathed it possesses an adrenal blade to cut your foes. It's a melee ranged weapon but with high reach and a bit more magical than before. It has high cleave potential but also lots of soft CC and blocks.

    Mechanic: Battletrances
    You gain a battle trance based on your main weapon and offhand weapon. Each battletrance has other benefits to your allies and costs resources to cast.
    You gain two different resources.
    One is focus, the other is rage.
    Rage is gained by taking dmg, dealing dmg, applying condis and receiving condis.
    Focus is gained through blocks (and reflects), applying and receiving boons and applying and receiving heals/barrier.
    Both account as 2 adrenal bars.
    You can choose which weapon is used with focus (defensive buffs/effects) and witch with rage (offensive buffs/effects).
    So for example you want to have a rage main hand axe and a focus offhand shield or vice versa.
    One handed weapon can only use one each and if one has the rage variant the other has the focus variant.
    Two handed weapons have always both.

    Utilities: Consecrations: Buffets allies, splashes out Soft CC and grants adrenalin and barriers etc.

    Role: Offensive support. Uses barrier, buffs and boons to empower allies and splashing out soft CC and debuffs to foes.
    AoE focussed in defense and offense.

    Revenant:

    Invoker:
    Channel the energy of Razzah the mist being. Empowering your bond with your legend of choice granting yourself new abbilities and might.

    Weapon: Greatsword
    Power and Hard CC based cleave weapon.
    Focussing on conal dmg in front of you and pulls and immobs. "Rift" focussed and time delay focussed. For example: 450 range ground target. Shadowstep through the mists to the designated location and a prior shadow of yourself follows you with a Whirling attack. So restricted mobility and pulling enemies at one location is its signature capability.

    Mechanic:
    Legendary Avatar:
    Gain the abbilities of the legendary Mist Avatar Razzah. Which allows you to wield your legendary skills to an even further extend.
    A new F2 skills allows you to channel your currently invoked legend to a further extend. Changing your weapon abbilities depending on your legend of choice.
    If you legendswap it will stay channeled and you will channel your new legend instead.
    It accounts as a swap and refreshes your energy.
    You cannot weaponswap as long as a legend is channeled with Razzah.

    Each legend has a new role with its new gained skills:
    Shiro: Ranged hybrid based weaponry and burst and stealth.
    Mallyx: More Condition manipulation and Transference. More boon corrupt. Ranged based.
    Jalis: More blocks barrier, close range combat and chill applications.
    Ventari: More direct cast healing over time and boon support. High range support.

    Utilities: Glyphs:
    Change their effect depending on legend currently invoked.

    Special example:
    If you replace ventaris will with "Glyph of the Tablet" it will bind all Ventari skills to the revenant automatically and if you activate it it will burst heal.
    Or if you replace Embrace Darkness with Glyph of Darkness you will summon a rift that will continuiniously pull enemies towards its center and corrupts boons with each boon. Also it will be a channel skill but only on mallyx.
    Or instead if Rotes if the great dwarve you will have Glyph of Stone which will encase your enemies in the targeted area in stone.
    Etc.
    Elites and heal skills have special treatment here because they most often define a legend. Utilities are all pretty varied. Each if the four will have a specific role that will be presented in different ways depending on legends.

    Role: Jack of all trades. Master of Choice.
    The role you choose will be your expertise.
    Be the corruptor. Be the ultimate healer. Be a guerilla fighter in close range and from afar. Be an unflinching fortress guarding your allies.
    Each legends complements others in some regard. So you can complement your playstyles accordingly.

    Guardian:

    Purger:
    Zealot of right and justice. Sacrifices virtues for wrathful vows. Each invoking a powerful will on the battlefield and increasing in power if used against debilitating forces.

    Weapon(s):
    Dualwield: Gains access to offhand sword, mace and scepter. Gains access to dualwield skills.
    Dualield skills are somewhat charge based and have to be reloaded by using vows or purging.

    Sword: Power based with active defenses.
    Mace: Support based with heals and boons.
    Scepter: Condition and soft CC based.

    Mechanic: Vows and Purging:

    Vows basically work like an overtuned virtue but in reverse. You activate the Vow for an active effect and after that it will grant you a powerful passive which diminishes in power over time until it fades away. So you basically "swap" virtues to keep the passives up instead of using their active. Vows also reload dualwield charges and grant them a special effect depending on Vow.
    A dualwield skill can have a certain number of charges (depends on mainhand weapon). The first charge gained is the last one used. Charges can be mixed. So you can have a Flame and 2 purity charges. The last one received is the first you will use.

    There will be 3 Vows just like virtues:

    Vow of Flames:
    Deal dmg and burn enemies arround you. Your critical strikes will apply burning to your foes. The duration per burn stack diminishes over time.

    Vow of Purity:
    Cleanse Conditions arround you from friend and foe (wait for it) Heal for every condition cleansed.
    You will heal for a percentage of dealt dmg for a short duration. Percentage decreases over time.

    Vow of Dominance:
    Break Stun and Stun enemies arround you.
    You will gain Aegis every time you get struck a certain number of times. Overtime number of necessary strikes increases.

    Vow of flames will give you offensive/conditions based charges.
    Vow of Purity will give you cleansing charges and more water fields.
    Vow of dominance will give you defensive/CC based charges and finishers.

    Purging:
    Purging is a mechanic that resembles dervish playstyles from Gw1 but it removes negative effects on you and enemies to empower certain effects.
    Purging will empower your currently sworn Vow and Grant your Dualield skills additional charges depending on Sworn Vow.

    Purging will trigger if you remove a condition. Certain traits will give you benefits if you cleanse condis on yourself and certained punishments on foes if you cleanse a condition on them.
    .

    Utilities:
    Purge Skills (Surprize?) :
    Focussing on cleansing conditions on friend and foes and having special effects depending on who gets cleansed.

    Role:
    DPS, aggressive CC role and group utility.
    Its the "selfish" guardian and is probably comparable to a berserker with weaver like skills in a guardian shell.
    Complex to play but very fast and hard hitting.

    Side note: Number of new dualwield skills: 3x5x3=45. The animation of the dualwields will not be different though. Different charges are still the same skill but with a slight change in color scheme and effect. Movement and overall skills stay the same.
    So 15 new animations.

    Hope you enjoyed the read.

  • DeanBB.4268DeanBB.4268 Member ✭✭✭✭

    I'm hoping for a dual pistol wielding warrior.

    X__________________________
    (Signature Required)

  • Auburner.6945Auburner.6945 Member ✭✭✭

    @LucianTheAngelic.7054 said:

    @Auburner.6945 said:
    I want Elementalist to be useful for once. If the future e-spec can provide that, I am down to it.

    Like in what mode? Lmao elementalist is useful and has been for ages, just not as useful currently in pvp, but before PoF was amazing. So “for once” is probably the wrong phrase to use here

    Well, I started playing back in August, finished developing all characters by November. After I started looking into my main class, ll I could see how we dropeed so hard in PvE meta after the MS nerfs, and other skills as well, and the class is no longer a favorable DPS if compared to DD or DH, and the excuse for being the top DPS on golem benchmark was the only thing I saw when speaking of how the damage needs to be buffed, now that we are no longer holding #1 on Large Hitbox and are #7 on Small one, I hope we get some love.

    In WvW, Staff Weaver has dropped from the meta, it's viable, but not meta. And for Ranger players and other non-zerg classes, I would love to say that I get kicked sometimes as a Weaver if one of the known 3 were present ans the squad is full, even when in squad, you're not the one to get the FB and Herald combo first.

    For PvP and roaming, we're rated lowest, been like that except the 6 months of Cele Ele, and even back then it was Cele, not Zerker and still tanky as it is now.

    So pretty much my entire playtime of this game has been out of meta, therefore, I am surely bothered by how the class feels bad when playing in WvW, and PvP as I started of last week.

    Pull the strings. Watch them dance.

  • InsaneQR.7412InsaneQR.7412 Member ✭✭✭✭

    Let's continue:

    Part 2:
    Medium Armor professions:

    Engineer:

    Amalginator:
    Proficient in electricity and alchemy. The Amalginator uses his specialized toolbelt to bring havoc over the battle field with devastating forces of lightning and explosives.

    Weapon:

    Staff:
    Ranged. AoE based weapon. Gain acces to different lightning fields and explosions. Additionally you have quicksilver like effects to emphasize on the theme of the spec.

    Mechanic:
    Weapon Toolbelt:
    Gain acces to new toolbelt skills based on your weapon or kit.

    Utilities:
    Amalgam Skills:
    Amalgam skills gain special effects when involved in a combo. Some are finishers, some are fields and some are both.
    They stun, grant boons, apply conditions, heals, barriers, reinforce, whatever etc.

    Role:
    Backline supporter, Debuffer, Barrier applicant, quickness applicator.
    Offensive support.

    Ranger:

    Warden:
    Channel the spirit of your Totem animal into a powerful vessel to control the battlefield with the power of nature.

    Weapon(s) :
    Double Scepter:
    Mainhand: Close to midrange AoE weapon similar to Revanant mace. Power based. Barrier applications.
    Offhand: Ground target 900 range CC weapon. Focussed arround pulls immobilization and protection.

    Mechanic:
    Totem:
    You lose your pet.
    You gain a totem. Depending on archetype and pet family it will have a different passive and active respectively.
    You can no longer petswap.
    You can bind and unbind your totem at will. Either giving you direct control over it or binding it to your presence.

    F1 positioning of your totem in unbound form./ Unbind your totem to the targeted location when bound.

    F2 active based on pet family chosen for your totem.

    F3 active based on archetype

    F4 Binding and Unbinding your totem (accounts as pet swap).

    Bound: Totem effects 5 ppl PbAoE.
    Unbound: Totem affects 5ppl and 5 PbAoE arround the ranger.

    Passive:
    The passive is a pulsing effect arround the totem that is dependend on the archetype of the totem.
    Stout: Pulses barrier
    Supportive: Pulses Cleanses
    Versatile: Pulses slow and cripple
    Ferocious: Pulses dmg
    Deadly: Pulses bleeds

    The F3 is the same as the one used by soulbeast but cast by the totem.

    Utilities:
    Consecrations:
    Barrier, boon, stab and control based.

    Role: AoE based Control spec. Area denial and boon based support.

    Thief:

    Whisperblade:
    Utilize the shadows to your advantage making yourself intangible in plain sight while killing with thousand cuts

    Weapon:
    Sword: Fast attacks from range. Able to summon shadow blades to attack fast from afar. Shadowstep to teleport behind your target.

    Mechanic:
    Whisper Veil:
    You are unable to gain stealth.
    Instead of gaining stealth you and your allies gain whisper veil. You are visible to your opponents but you are unable to be hit by direct attacks.
    You will lose whisper veil shortly after dealing dmg. Reveal will still affect it. But it will not disable stealth attacks it will only prevent evasion while veiled.

    Utilities:
    Mantras:
    Blind foes, stealth allies, create short distance portals etc.

    Role:
    Utility support, tank, dps.

    Hop you enjoyed the read.

  • InsaneQR.7412InsaneQR.7412 Member ✭✭✭✭

    Last but not least:

    Part 3: Light Armor

    Necro:

    Ritecleaver (dunno what name to give honestly so you can say this is w.i.p, ritualist isn't fitting here. It's like saying a guardian is a paragon or a monk, it's not the same but similar)

    Weapon: Sword Mainhand:
    Close to Mid range cleave weapon. Can cut from afar similar to axe but is not range focussed. Can cleave multiple targets and is themed arround life steal and sharing life steal.

    Mechanic:
    Ash-Shrouds, Ashes and weapon enchantments:
    The Ash-Shrouds are something completely different as we have seen before on a necromancer. You have 5 Ashes you can activate. From F1-F5.
    Each ash has a specific effect and will give you a unique shroud. You can freely switch between them but only one can be active.
    You will not gain new weaponskills by having a new shroud. Instead it will influence your 3rd weaponskill only, will provide unique buffs and it will grant you acces to a unique sacrifice skill.
    Ashes are similar to herald aspects so to say but bound to the class mechanic and not to the utilities.
    To maintain the Shroud you will consume Life-force. There will be many ways provided to keep your life force as high s possible.

    Weapon enchantments are skills that depend on your current ash-shroud. Without an ash they are regular weaponskills.
    Ashes will give them special bonuses and characteristics like lifesteal, boon steal, CC, heal and overall utility changes. These skills will change completely and have different cool downs from one another.
    So you can have different kinds of gameplay. One is swap hevay and focusses on skill spam and one is camp heavy and focusses on buffs.
    And the last one is sacrifice heavy and focusses on area control.

    F1: Ashes of the anguished
    Active: Pulses Dmg
    Sacrifice: Strike down on an area with a spiritual explosion. Providing Life-force for each foe hit and bonus life force if you kill one.

    F2: Ashes of the attuned
    Active: Pulses out Swiftness and alacrity.
    Sacrifice: Teleport to the targeted area and break stun in that area. Gain Life force for every stun broken.

    F3: Ashes of the defiant:
    Active: Pulses out stability and protection.
    Sacrifice: Apply Fear to enemies arround you. Gain Life force for every enemy struck.

    F4: Ashes of the generous:
    Active: Pulses life steal and regeneration.
    Sacrifice: Heals allies for a high amount. Gain life force for every ally healed.

    F5 Ashes of the destructive:
    Active: Pulses Might and Fury:
    Sacrifice: Pull enemies on the targeted area, let them float and knock them down while dealing massive damage.

    Trait exanples:
    -Gain life force when you heal an ally which life is full.
    -heal allies when you use a weapon enchantment

    Utilities:
    Glyphs:
    Ground targeted. Focussed arround dmg mitigation, life steal, condition transfer from allies to foes, healing, prevention from corruption etc.
    Change effects depending on active ash-shroud.

    Role: Support, Buffer, Might bot, Alacrity Bot, Backliner, Bunker

    Mesmer:

    Hexblade:
    Manipulate your enemies thoughts to your bidding. Bringing them pain and suffering while controlling the battlefield with your blades and your mind.

    Weapon: Daggers:
    MH: 900 Ranged. Raw dmg, soft CC focussed like slow, cripple, blindness. Fast hits. Death by a thousand cuts.
    OH: Ranged. More area heavy. Interrupt focussed arround dazes and ammo based skills.

    Mechanic:

    Hexes:
    Your shatters get replaced with hexes. Continues debuffs that will have detrimental effects on your enemies. You can no longer summon clones. Everytime you would've summoned a clone you proc a special effect of your hex instead. Summoning a phantasm still works but instead of summoning a clone after it vanished it will proc your hex effect instead.

    F1: Shame: Your foe takes dmg when he is not using a skill for a certain amount of time. Summoning a clone will deal dmg and apply confusion.
    F2: Burden: Your foe takes dmg when he is not moving. Summoning a clone will apply torment.
    F3: Clumsiness: Interrupting your foe applies slow and weakness. Summoning a clone applies daze.
    F4: Panic: Your foes get feared when they lose a boon. Summoning a foe will steal a boon.

    All hexes have a fixed duration and cannot be prolonged.

    Utilities:

    Arcane:
    Skill that focus arround interruption and CC and dealing critical dmg when doing so.
    Some are charged focussed some not. Most of them are there to trigger your Hexes or to enhance them/making it easier to proc them.

    Trait example:
    Shared Burden: Hexes will now apply to multiple targets.

    Role:
    Pain in the kitten control spec.
    Continues dmg applications and DPS.
    Zerg CC backliner.

    Elementalist:

    Spellslinger:
    With the utilization of not just 4 but 5 elements the spells linger bring havoc upon the battlefield. Rotating through the elements with spitfire like speed.

    Weapon: Double pistol
    Ranged focussed. Dmg focussed and depending on the elemental regular roles.
    Fire: power and condi dmg
    Air: Power and CC
    Water: Support power dmg.
    Earth: CC and condi dmg.

    Mechanic:
    Elemental Chambers and Arcane Element:
    You have now 5 chambers of elements in a designated order. Like a revolver with its bullets. You can change that order at your will out of combat. You can have the same element at multiple positions. You can no longer use the attunement you want by pressing F2-F4. You will now only have an F1 that rotates to the next attunement.
    Attunement swapping now only has a CD of 1s.

    Utilities:
    6 new utility skills. One of each type currently in elementalist.
    Heal Conjure:
    Conjure Arcane Riffle: Heal Focussed AoE heavy
    Cantrip Utility:
    Surging Vortex: Skill shot line pull
    Glyph Utility:
    Glyph of Reloading:
    Refreshes your weaponskills and grants boons depending on how many skills have to be reloaded.
    Signet Utility:
    Signet of Arcana:
    Passive: Increases ferocity
    Active: Knockdown foes in the targeted area
    Arcane Elite:
    Arcane Impact:
    Huge dmg. Guaranteed crit. AoE stunbreak and Knockdown.

    Note: All traits that have effects based on attunement will now also have an effect on arcane attunement. All glyphs will have a new effect for arcane.

    Role: DPS, Line Based Control, Pierce based AoE dmg. Dueler. Eventually Roamer.

    Hope you enjoyed the read.

  • Mysticjedi.6053Mysticjedi.6053 Member ✭✭✭

    A Guardian spec that transforms all of its light fields to dark and all its fire fields to water, and uses war horn with damage potential shouts.

    A Mesmer spec that uses rifle, but the rifle has some healing potential.

    Druid that uses rifle, for kicks and something new, but real bonus is that it can equip a second pet!

    Give Warrior open fist attacks.

    Engineer and Thief need greatsword because it's greatsword.

    Rev gets warhorn too or dagger off-hand and legend of Aurene

  • sephiroth.4217sephiroth.4217 Member ✭✭✭✭
    edited May 17, 2019

    Hammer Elementalist...
    Has skills to do with the ground.
    slams hammer into ground to cause a rapture
    summons volcano
    Slam hammer into ground to create an oasis
    Slams hammer into ground and bolts of lightning shoot up from the ground

    Water skills must have extremely high healing coefficients... Make it a bruiser spec that can use builds with out healing power.

    Not to brag, but I put together a puzzle in 4 days and the box said 2-4 years.
    Please allow team queue with rewards again at our own discretion.
    06210311 251521 121512

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited May 18, 2019

    I’m expecting guildwars utopia classes.

    We already have the chronology, next will be rangers as the summoners.

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

    Necromancer: Night terror

    Mechanism: Entering shroud replace your weapon skills by a skillset and invoque a nightmare ( https://wiki.guildwars.com/wiki/Nightmare_(Kryta) ) instead of giving you a 2nd health bar. The LF bar is your nightmare health bar / the "shroud" is not a transformation and thus do not lock you out of your utilities / the nightmare disappear when you leave the shroud / if your nightmare die you leave the shroud. In shroud form you hold a short bow.

    Shroud skills:

    • Life shot: Basically ranger's shortbow AA without the bleed.
    • Dark step: Your nightmare teleport next to the targeted foe.
    • Shadow of fear: Your nightmare fear and weaken foes around it.
    • Fetid aura: Channel life force into your nightmare dealing damage and poisoning foes near it with each tic.
    • Dark heart: transfert all damage taken onto your nightmare.

    Utility skill: Spirit
    Spirits work like ranger's one except that their active will leave a mark instead of unloading it's effects directly. They trigger minion traits.

    Weapon: Axe off-hand
    Axe off-hand got 2 marks as well.

    Traits:
    No weapon trait, GM mark traits that let the marks have a 2nd tic 1 second after the first tic. associated to the "nightmare traitline"
    Minors traits and upper traitline dedicated to the nightmare.
    Middle traitline dedicated to survivability through weakness. Another GM trait adding weakness to marks.
    Lower traitline dedicated to whatever fit with this.

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