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VocalThought.9835

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Posts posted by VocalThought.9835

  1. @artharon.9276 said:

    @"VocalThought.9835" said:Came up with similar ideas in another post.

    Warrior-1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.
    3) Warlord with Melee Staff, hired Recruits, and Marks to aid allies on the battlefield.
    4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.*5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides more of an area effect damage.

    Guardian-1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.
    3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time.
    4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets*5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities.

    Revenant-1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.
    3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.
    4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.*5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate.

    Ranger1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.
    3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to merge into their pet, having all of their pets' abilities.
    4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.*5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.

    Engineer1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.
    3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.
    4) Technomancer with a Great Sword, and Physical Cybertronics abilities, and Mana that alters their Cybrotronics.*5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.

    Thief1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.
    3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bonus to combat.
    4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.*5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.

    Elementalist1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.
    3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.
    4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.*5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

    Mesmer1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.
    3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.
    4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.*5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.

    Necromancer1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.
    3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.
    4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.*5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.

    Not exactly like yours, but new ideas non the less.

    Awesome. Just awesome.

    Thanks. I hoped my concept were easy to understand. I basically tried to tie in each professions to another so you could get the feel of a secondary class.

  2. Came up with similar ideas in another post.

    Warrior-1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.3) Warlord with Melee Staff, hired Recruits, and Marks to aid allies on the battlefield.4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.*5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides more of an area effect damage.

    Guardian-1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time.4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets*5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities.

    Revenant-1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.*5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate.

    Ranger1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to merge into their pet, having all of their pets' abilities.4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.*5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.

    Engineer1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.4) Technomancer with a Great Sword, and Physical Cybertronics abilities, and Mana that alters their Cybrotronics.*5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.

    Thief1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bonus to combat.4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.*5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.

    Elementalist1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.*5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

    Mesmer1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.*5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.

    Necromancer1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.*5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.

    Not exactly like yours, but new ideas non the less.

  3. @phokus.8934 said:

    @phokus.8934 said:Main-hand weapons won't be off-hands and off-hands won't be main-hands. So we won't get main-hand shields or off-hand scepters.

    Why wouldn't we? We got mounts!

    The same reason we're not getting new weapon types.

    I'm not saying we're not. I just feel we shouldn't. I see no reason for them other than aesthetics. I feel all the weapons we have are more than fine. But if it happens, it wouldn't make me upset. I actually would be happy for all of those that look forward to them, along with people who want on land aquatic weapons, and GW2 VR.

  4. @Taril.8619 said:

    @VocalThought.9835 said:I see... your looking at the trade off being more so toward improving the core profession, not the trade punishing the elite. That's a good point, but I think adding to the core instead of adding a penalty to the elite or removing a perk of the core from the elite is taking us the wrong direction. I say just keep core the same and, when it comes to the elites, play around with those. We're not trying to make elites unlikable and under par, just not too over powerful that you need to be the elite.

    Honestly, what should be the case is that E-Specs should focus on providing something
    different
    than the core.

    Such as having a completely different functionality of the core mechanic (Such as is the case for Chrono and Scourge, the former getting different shatters and the latter having Shroud become a series of F skills) or providing a new build type for a class (Such is the case for Druid, having a spec and weapon that provides a lot of party support utility)

    Rather than trying to slap on stat nerfs to elites to stop their outright superior version of the same mechanic making them outright better.

    Since, if the E-Specs are focused on a completely new build type for a class (Such as Druid) or provide a new take on the classes core mechanic, then there only needs to be a level of equiable balance between E-Specs and Core to then have people pick a build based on what they prefer to play as opposed to right now where you 99.99% of the time pick an E-Spec because it's outright stronger.

    Of course, such balance is also marred by the nature of how many Core weaponsets are absolute garbage while many E-Spec weapons are much better designed (Or help round out a build archetype that doesn't have 2 weapon sets available in its core because some classes don't have a very good selection of weapons for both Power and Condi based builds), meaning that even if Core and E-Specs ended up being equal and only had different gameplay mechanics, you'd still end up picking E-Specs a lot of the time just to get a better set of weapons (I.e. Necro for a Power build has... Axe/Focus + GS and for Condi build has Scepter/Torch +... ???)

    Why didn't you just say that from the beginning. I fully agree with you.

  5. @Astralporing.1957 said:

    @VocalThought.9835 said:Elementalist is a decent core, especially if you don't want to be lock in an Attune for an extended period of time like the Tempest or if you don't want to be jumbled and confused with what your doing like the weaver. Does that help.Sure, you may prefer the core playstyle, and the core
    is
    decent. That does not change the fact that at everything you might want to do, either Tempest, Weaver, or both would still be flat out better (and not just barely). If you want to play core, you do it knowing, that, to keep the playstyle you like, you'll be essentially crippling yourself.Am i wrong?

    Well you're not wrong because that's your opinion, but you are stating your opinions as facts.Because elite specs being better is not an opinion. It
    is
    a fact.

    I can see why you would prefer an elite specialization over a core elementalist, but that's also the same as why you may prefer a Tempest over a Weaver or vice versa.Preferring has nothing to do with it.
    Ouperforming
    , or being better suited for a role, however, does.

    I can see how the elites are currently in a better position with some professions, but hence the trade off...First, not "some" but "all" professions. Second, the trade off does nothing to balance that, because the tradeoff is in something completely unrelated.

    The original question is should there be a trade off for elites. My answer is still yes. Especially now that you convinced me that you believe the elites are in a better position in pvp or pve, it only makes sense that with great power comes a trade-off.The point i'm (again) making is that the tradeoffs should matter. I mean, if the tradeoff does not affect anything about the inequality issue, then the tradeoff might as well not exist. The core classes do not really get
    anything
    of value back for being inferior.

    I see... your looking at the trade off being more so toward improving the core profession, not the trade punishing the elite. That's a good point, but I think adding to the core instead of adding a penalty to the elite or removing a perk of the core from the elite is taking us the wrong direction. I say just keep core the same and, when it comes to the elites, play around with those. We're not trying to make elites unlikable and under par, just not too over powerful that you need to be the elite.

  6. @Astralporing.1957 said:

    @VocalThought.9835 said:Elementalist is a decent core, especially if you don't want to be lock in an Attune for an extended period of time like the Tempest or if you don't want to be jumbled and confused with what your doing like the weaver. Does that help.Sure, you may prefer the core playstyle, and the core
    is
    decent. That does not change the fact that at everything you might want to do, either Tempest, Weaver, or both would still be flat out better (and not just barely). If you want to play core, you do it knowing, that, to keep the playstyle you like, you'll be essentially crippling yourself.Am i wrong?

    Well you're not wrong because that's your opinion, but you are stating your opinions as facts. I can see why you would prefer an elite specialization over a core elementalist, but that's also the same as why you may prefer a Tempest over a Weaver or vice versa. I can see how the elites are currently in a better position with some professions, but hence the trade off... The original question is should there be a trade off for elites. My answer is still yes. Especially now that you convinced me that you believe the elites are in a better position in pvp or pve, it only makes sense that with great power comes a trade-off.

  7. @Astralporing.1957 said:

    @VocalThought.9835 said:I would perfer to play GW2 on console. I know some people perfer PC and that's great for them. I perfer console. People complained about ground targeting and camera movement. It all comes down to what your comfortable with.These things offer actual advantage, though. They may be okay on PvE open-world level, but become a much bigger problem in PvP environment or more challenging PvE content.

    I would still perfer it. Every other game that went from pc to console gave me no problem. I guess I'm more skilled with the console than the keyboard.

  8. @Astralporing.1957 said:

    @VocalThought.9835 said:They're not supposed to be better. Now if you like them better, that's another thing, but it's simply intended to just be different.They are indeed intended to be that way, but at this point they
    aren't
    . Elite specs are better at
    everything
    core specs were ever good at. They are not just different.

    @VocalThought.9835 said:I think it'll be easier for you to say what role function you think each profession is supposed to fill, since you believe that to be the case.Basically
    anything
    the original, core classes were good at (except pure thematics). Anything you might want to do with a core class, is generally now better achieved by taking one of its elite specs.

    I see we have a totally different idea of what the function of the elites should be. I say go back and look and listen to what the Devs stated when they came out with HOT.You might want to read what i actually wrote.

    I agree with the what the
    stated
    dev intentions for the elite specs were. What i try to tell you however is that those intentions are
    not
    how the elite specs actually work. The elite specs
    are
    better. That's not an intention, that's a
    fact
    . Whatever the devs said they wanted achieve has never been realized.

    How are they supposed to be better, if they're not?But the elite specs
    are
    better.

    Their only Elite because they can do what others in their profession couldn't doThat's only true of Druid. All other elite specs do what the core could do, but do it better. In
    addition
    to being able to do stuff core couldn't.

    Just tell me, why you might want to pick, for example, Elementalist, instead of Tempest or Weaver? Just show me one thing where one of those two eplite specs would not be a better choice.Now, do the same for other classes. And when you'll look at the results, you will know what i'm trying to tell you.

    Elementalist is a decent core, especially if you don't want to be lock in an Attune for an extended period of time like the Tempest or if you don't want to be jumbled and confused with what your doing like the weaver. Does that help.

  9. @Kulvar.1239 said:At your own request :)

    All the suggestion about putting a main hand only in off hand or off hand only in main hand are so unlikely I make a general statement for it.

    You do know that Scepter is the only main hand weapon. I really don't see how hard it would be to make it dual wield. And making a off hand weapon dual wield is a far less stretch than making aquatic weapons for on land use. If daggers can do it so can a focus.

    It's also important that core mechanics can't be altered too much or it would break all the traits related to core mechanics.

    You do know that's what the elites profession mechanics are for. Anything that is currently in the game for one profession can be done with another. They've done it with Necro and Engineer this far.

    @VocalThought.9835 said:Revenant-
    3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.
    4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.*5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate.

    Overlord summon is too close to Renegade summon. Unless they change Renegade summon to be "immaterial" and just fancy looking AoE like Holosmith (with a nerfed duration in PvP for balance). Longbow would fit and be a realistic weapon. Revenant have so few weapons anyway.

    Actually Renegade Spirits are more like Ranger Spirits, Overlord would be more like Necromancer's minions. My Rift Slayer would be more in line with Holosmith where the Dimension Gate opening would boost their skills, but they would have to close the gate or take damage.

    @VocalThought.9835 said:Ranger
    3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to merge into their pet, having all of their pets' abilities.
    4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.*5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.

    Shaman totems already exists, they're spirits. And the merge already exists in Soulbeast.What could be is a 1 Pet elite that can "boost" the Pet with a skill replacing pet swap.

    Shaman Totems would be way different than Ranger Spirits I didn't put it in this post, but the totem would boost the transformation durations while in its radius. And unlike Soulbeast, where you stay a person and take on some pet abilities, here you become the pet and have more animal abilities while transformed.

    @VocalThought.9835 said:Engineer
    3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.
    4) Technomancer with a Great Sword, and Physical Cybrotronics abilities, and Mana that alters their Cybrotronics.*5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.

    What does cybrotronics or biomatrix even is ? Sounds like technobabble without definition.

    Lol... I'm sorry, but both of those is a real things but one, although has been in Scifi for decades, I played around with the spelling. Cyber or Cybrotronics is the using computer and robotics to do tasks. Biomatrix is the use of technology medicine.

    3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bones to combat.
    4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.*5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.

    A torch would more likely goes with an Indiana Jones vibe ! Grave robbing ancient tombs with a torch to lit your way in.I'm glad that thought came to mind. Another would be an old fashion medieval detective.Axes rather maces. Mace are too heavy for a thief IMO.I like maces because it reminds me of the old medieval thugs with their blackjacks or the bruiser type. Or you can think of Marvel's Daredevil. Axes aren't bad either, but I would love to see maces use by thief the way Axes are used by Rangers.Shadow Mage would feel better from getting a Scepter with a trusty dagger or pistol as offhand just in case.

    I can see that, but I think Focus off hand is more fitting, especially if you want Thieves to have a main hand Sword. Sword and focus is more appealing than Scepter and Dagger or Pistol.

    @VocalThought.9835 said:Elementalist
    3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.
    4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.*5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

    There could be an elite that have you stay in your element for 10 full seconds (less with Arcane) before being allowed to switch, with a boost to each element so they all have decent DPS. Fire would get a side bonus instead of DPS has it already has DPS.Weapons they could get for their elites : Pistols, Axes, Longbow, Shortbow.

    I think pistols are a terrible idea for an Elementalist.

    @VocalThought.9835 said:Mesmer
    3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.
    4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.*5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.

    Even the clones could look like beasts on Conjurer.

    Yeah, I was just going with the current idea they have with Phantasms, but I think summoning Illusions of something that's not the player would be cooler.

    @VocalThought.9835 said:Necromancer
    3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.
    4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.*5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.

    Reviving is already available to core necro, so it wouldn't be useful to have more of it.Your right, I was thinking more so about having a distant finisher like Scrappers. Maybe I could put more thought into that mechanic.Death Stalker look like reskin Ranger.I would say so. The Necro version of Ranger.You don't explain what would be Demon Shroud.I didn't explain too much simply because I have an idea, but not a full concept. I read another post where some mentioned the idea of having a Demon over your shoulder, almost like revenant's legends talking to ya. I would say I have more of a visual idea than a mechanical one. Maybe you can help flush it out.An other shroudless spec who turn LF into more damage.With no boon available from the new elite and better base damage.So when they're in a team buffing it, their damage are made competitively close to the top.Longbow shooting dark or bone arrows would be nice looking. More than a rifle.I was initially thinking Longbow, but after looking at my ideas I had for the other scholar professions, I thought having a slower range weapon would be creaper, plus it's was a toss up between Mesmer and Necro. I felt that Mesmer getting short Bow with the Enchanter vibe would be better and gave Necro rifle because I can see them pulling it off. I'm thinking Ghost Rider from Marvel's Comics, shooting hellfire or skulls out the barrel.I really appreciated your feedback back.??

  10. @Astralporing.1957 said:

    @VocalThought.9835 said:They're not supposed to be better. Now if you like them better, that's another thing, but it's simply intended to just be different.They are indeed intended to be that way, but at this point they
    aren't
    . Elite specs are better at
    everything
    core specs were ever good at. They are not just different.

    @VocalThought.9835 said:I think it'll be easier for you to say what role function you think each profession is supposed to fill, since you believe that to be the case.Basically
    anything
    the original, core classes were good at (except pure thematics). Anything you might want to do with a core class, is generally now better achieved by taking one of its elite specs.

    I see we have a totally different idea of what the function of the elites should be. I say go back and look and listen to what the Devs stated when they came out with HOT. And not to have a Neo Morpheus Matrix moment with you, but you said it yourself. How are they supposed to be better, if they're not? Mindblowing, I know. It's because they were never intended to be, hence why they put in more work to see that they're not. I can understand how the term "Elite" could fool you. Their only Elite because they can do what others in their profession couldn't do, hence why you can only have one elite Specializations at a time, access to a new weapon and skill set, but it comes at a cost.

    Think of it like in the real world, some professions can dabble in a lot of different things, while others put more time and energy into a particular thing and have more skill in an area, but they not so good at something else the average person in their profession could do. It's no different. Like a Psychiatrist, any MD can prescribe medication, but their the best at Psychiatric Meds and they could do Psycho-therapy at the expense of being good with treating skin disorders and most definitely wouldn't treat cancer.

  11. Here' s my idea for future Revenant with current ones to give some context-1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.*5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate.

  12. @"Lily.1935" said:With each new expansion Arena net has expanded on the lore for what the professions provided and how they worked. For HoT there wasn't much lore beyond some loose connections with Herald to Rytlock and Druid since we were going into the Maguuma Jungle. The justification was minimal, but that was honestly okay since this was there first expansion and they where getting their feet wet. With PoF each elite spec had some more lore justification for what it is. Its themed to the desert with Scourge, Firebrand, spellbreaker having the strongest connections to the story of the region and even the weakest lore connection elite spec, renegade, still was rich with lore of some kind.

    So what I would like to do is look at the lore of Cantha and surmise what we can get from it. Cantha is rich with history and has been very isolated from the rest of tyria for a long time. And last we heard there was the rise of Emperor Usoku exiling non human races from Cantha. The Ministry of Purity which was formed in GW1 from the fall out of the epidemic that plagued Cantha during the return of Shiro Tagachi. There goals are fairly clear in favor of aiding the people of Cantha, but in the early years they had schisms in the factions with Nationalistic ideas which had been spearheaded by Minister Reiko Murakami a powerful mesmer at the time. This point in history goes to show us just how much the future was impacted by plague and how much it left a scare on their nation. If we're going back to Cantha, it'll be very likely the Emperor, whomever that may be, and the Ministry of Purity will be the enemies we will be facing.

    With this in mind we can begin to piece together at least one and possibly two Elite specs we might see, or at least there themes. The Mesmer from what I can see will have magics that relate to the Ministry since the founder was a prolific Mesmer and She would likely be hailed as a hero in the story while the GW1 heroes would more likely have been forgotten or slandered for her death. Her magics in the fight mostly involved her clones, the precursor to GW2, but she was also able to manipulate conditions as well as being extremely disruptive with her attacks. What this will translate to is a bit hard to say given her skills in game. Possibly better clone control but we'll have to see. I'd like to see what everyone else comes up with in this regard. But I defiantly believe that mesmer will be tied to the Ministry.

    I also believe that the Guardian will be tied to the Ministry as a "Purifier" sounds right up their ally. What more it could do is difficult to say as we already have a burning elite spec, but an Anti condition type elite spec might be something we can look forward to.

    Going further into the lore we have the Assassin which is unrelated to the Ministry, or at least apparently so. This is long requested of the Thief players and there is a strong lore president for it in game, but its not something I'm personally too convinced by.

    The second profession of the lore was the Ritualist and honestly there are some serious conflicts it has with the necromancer. In the early game of GW1 the Ritualist would find the necromancer to be a nuisance as they seemed to find them to be unclean as they would reanimate corpses as opposed to their own form of death rituals. This could be a major point in the lore as Purity and Nationalism might either force necromancy underground or force them to conform with the Ritualist's means of summoning. Its hard to say, but this conflict is something to take note of and can be speculated on.

    Elementalist is next on my list. One of the rites during the Factions which was needed to see the spirits was the Mission "Closer to the stars". A ritual in which the players must defeat the celestial bodies to achieve Cantha's version of Ascension. There were four of them each with a tragic tale. And my suspect is the elementalist will attune to them, although this might be a loose connection as they're celestial creatures, not elemental creatures, I could see it as a means to give the elementalsit that 5th element we all have been salivating for for so long. I'll admit this is a very loose connection.

    Engineer has really nothing to go on unfortunately. The best we can possibly go with is ideas from real world history and real myths. Such as the real world history that the Chinese were the first recorded nation to use gunpowder. And the Chinese fireworks are quite famous. Beyond this the Super sentai warriors of Japanese pop culture could be a means of inspiration. Its super flimsy I know, but Engineer is all about looking forward and an isolationist and Nationalistic nation like Cantha just wouldn't be a nation that would look forward.

    Although both the Kurzicks and the Luxons have been absorbed into the Canthan Empire and likely much of their culture was either absorbed or lost I still feel some could have survived. This is where I see the likelihood of the Ranger to get its elite spec from. Kurzicks had some odd magics with Juggernauts which i could see the ranger latching onto. Although If the Kurzicks and Luxons do still exist I strongly suspect that they'll likely be gangs in which the Ministry will be trying to quell.

    Warrior is kinda a big question mark for me as I don't see them as much more than the bulk of the Canthan standing military force so its not something I would be able to really say what they could or would be like. Sorry warrior players.

    Last we have the Revenant. Unfortunately for the revenant there is no possible way for their mist magic practices to get to cantha without some rift shenanagans going on.If we are to see any Revenants in Cantha, they'll likely be foreigners to the land and seeking new magics, or possibly uncovering history of the past. Many have suggested Togo as a possible legend, but I'm not so convinced. In terms of Canthan history his history might be mixed or even destroyed as he aided a treaty with the Tengu which would have state propaganda hatred for so he might very well be demonized. While Emperor Usoku would be an extremely strong candidate as a potential legend. or perhaps a Tengu hero we haven't seen. The revenant is likely to be somewhat Ronin inspired given their class characteristics of being a brooding shonen protagonist.

    So lets discuss lore! Where could be go, what could be the inspiration. Lets have fun with this!

    I don't have the lore to go with them, but I think we can create it. Here are my ideas for the new elites. I included the current ones just to help people get a sense of how they work. It'll also be nice if the Devs did make a strong lore to the existing ones.

    Warrior-1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.3) Warlord with Melee Staff, hired Recruits, and Marks to aid allies on the battlefield.4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.*5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides more of an area effect damage.

    Guardian-1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time.4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets*5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities.

    Revenant-1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.*5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate.

    Ranger1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to merge into their pet, having all of their pets' abilities.4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.*5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.

    Engineer1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.4) Technomancer with a Great Sword, and Physical Cybrotronics abilities, and Mana that alters their Cybrotronics.*5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.

    Thief1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bones to combat.4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.*5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.

    Elementalist1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.*5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

    Mesmer1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.*5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.

    Necromancer1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.*5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.

  13. @"Kodama.6453" said:Especially since Anet has announced the next expac to be in development, people are theorycrafting about the thematics, gameplay niches, mechanics, and other stuff of the next elite specs.

    Now I thought that I want to ask the people about another aspect of elite specs: their unique skins!Every elite spec releases with 1 armor skin and 2 weapon skins (a base version and an upgraded version) and I think it would be interesting to see what people would like to see here. This is fashion wars in the end, so we need these skins to fill missing niches to customize!

    Keep in mind: armor skins to this point all have been one of three different types.Helmets, shoulders, or glovesEvery class got 2 of these so far, so I guess the third will most likely be the one left.

    This means the following:Warrior gets gloves.Guardian gets shoulders.Revenant gets gloves.Ranger gets a helmet.Thief gets gloves.Engineer gets gloves.Elementalist gets a helmet.Mesmer gets gloves.Necromancer gets gloves.

    My personal wish for the engineerI want the new engineer elite spec to have a chemical theme, so they should get fitting skins for this. I imagine either a mace with the head being made out of glass filled with a green liquid or an axe with acid dripping from it and some tubes.The glove skins should also have tubes sticking out with a green liquid. With skins like the gasmask, the antitoxin injector and such, I need gloves to make my dream of becoming a mad chemist come true!

    What are you guys hoping for?

    Warrior-1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.3) Warlord with Melee Staff, hired Recruits, and Marks to aid allies on the battlefield.4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.*5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides more of an area effect damage.

    Guardian-1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time.4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets*5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities.

    Revenant-1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.*5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate.

    Ranger1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to merge into their pet, having all of their pets' abilities.4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.*5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.

    Engineer1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.4) Technomancer with a Great Sword, and Physical Cybrotronics abilities, and Mana that alters their Cybrotronics.*5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.

    Thief1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bones to combat.4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.*5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.

    Elementalist1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.*5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

    Mesmer1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.*5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.

    Necromancer1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.*5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.

  14. @Yasai.3549 said:My only annoyance with Traitlines right now is that they are becoming more and more boring(?) or one-dimensional.

    There is always :

    One traitline to support Profession MechanicOne traitline to support CondiOne traitline to support PowerAlternative one traitline to support healingOne trait to support one utility type

    So in the end most builds end up with :The traitline that supports Profession MechanicThe traitline that supports their damage typeAn elite or a third Traitline which complements their damage type if they are playing Core.

    Kinda meh imo.But it's still functional because every now and then yu get funny builds which use underused traits/traitline and it gives a wow factor.

    That's always been the case. Even when it wasn't called Specializations, they severed the same function. I think the Specializations clean things up.

    I also realized, with the respect to the original post, elites serve the purpose of adding to existing Specializations. You can see that some Specializations benefit more some the elites than another. So you can technically say, that what they're trying to do. Add to the Specializations. It's not a coincidence that Ranger's Nature Magic benefits more from Druid than Beast Mastery, or Thieves' Critical Strikes with Deadeye, than Acrobatics.

  15. Here's some of my ideas.https://en-forum.guildwars2.com/discussion/comment/1236276#Comment_1236276

    Warrior-1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.3) Warlord with Melee Staff, hired Recruits, and Marks to aid allies on the battlefield.4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.*5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides more of an area effect damage.

    Guardian-1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time.4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets*5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities.

    Revenant-1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.*5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate.

    Ranger1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to merge into their pet, having all of their pets' abilities.4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.*5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.

    Engineer1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.4) Technomancer with a Great Sword, and Physical Cybrotronics abilities, and Mana that alters their Cybrotronics.*5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.

    Thief1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bones to combat.4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.*5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.

    Elementalist1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.*5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

    Mesmer1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.*5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.

    Necromancer1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.*5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.

  16. @Lily.1935 said:

    None of these fill the role of the necromancer typically fills. Necromancers are typically very glassy. They can't take hits and tend to act as support and control. Hexing foes, creating Dead zones which cause benefits to allies or negative effects to foes, summons massive number of minions as great expense of their own survival, and sacrifice health and minions to gain these effects as well. One way to describe them is cyclical. They burn through their own resources, weaken foes and self and give allies a chance to shread them then uses the dead to recover and begin their long process of spreading their power.

    This role is absent. Necromancer is as similar to this as Guardian is to a Dungeons and Dragons Fighter.

    Hexing foes- MarksWeaken foes and self- Corruption SkillsDead zones- WellsMultiple Minions- Minions

    Are we playing the same game, because what you stated is clearly in this game. Is it done to your standards, maybe not, but it's there.

  17. > > @VocalThought.9835 said:

    > > > @Kulvar.1239 said:

    > > > > @Yasai.3549 said:

    > > > > I think it'll be ages before Anet will ever get on that because their balance team either has trouble balancing whatever we currently have, or adds in new stuff which power creeps really really hard.

    > > > >

    > > > > Still, I want to see more stuff for core professions.

    > > > > I'm a little sick of Elite specs dominating the majority of the content, so much so that some professions are recognized by their Elite spec more than their core (Chrono was one of these for a LONG LONG time before it got hardcore dumpstered, Herald is also one of these)

    > > >

    > > > If only we had a 4th trait line only for eSpec and core was made into its own eSpec unlocked from level 1.

    > > >

    > > > > @VocalThought.9835 said:

    > > > > I can't even think of a void that a new class could fill. They're doing a great job with the current classes and to add elites helps show the variations of class types within a theme. I think Revenant was a nice addition mixing the ritualist and the Dervish from the previous game, while filling the gap of the other-worldly Mystic / Dark Knight vibe. If there is another character type, I just don't see it.

    > > >

    > > > I can see a void in the scholars.

    > > > We have an illusionist, an elementalist, a necromancer, but none is focused on functional magic itself on the more intellectual side.

    > > > If we go by D&D : A wizard, magus, or arcanist.

    > > > In game, it would be close to Asura magitech but done by someone rather than a device.

    > > > Would also have some ties with Dwarven magic.

    > > >

    > > > Current light armor classes spells visuals are creativity based

    > > > An elementalist can produce a gush of wind. That gush of wind can be used creatively to push a target, dry clothes, ...

    > > > In game it pushes, but in lore it has no predefined purpose.

    > > > The class I have in mind would be the opposite logic.

    > > > It start from the intent (push the target), then the wizard use a spell that push and the visual effect is the magical embodiment of pushing (whatever it looks like) and couldn't be used otherwise.

    > > > It would be more intellectual and less creativity.

    > > > Because of this, the visual of the class skills would be more wild in creative freedom from ANet.

    > > >

    > > > It could have

    > > > Cantrip : Only do one little thing, but on a short cooldown or with charges (high availability).

    > > > Preparation : Similar to ritual casting, prepare an effect into the ground, after a delay you can trigger it at will.

    > > > Mantra : Similar to prepared spells, 2s to 3s to charge, then released at will.

    > > > Well: Typical AoE effects at range lingering for a few seconds.

    > > >

    > > > Weapons could be : Staff, Scepter, Focus, Daggers, Shortbow, MH Sword, Torch, Pistols, Warhorn.

    > > >

    > > > Class mechanic could be metamagic, arcane reservoir, sorcery points, ...

    > >

    > > I think for what you looking for the game would have to create another system. Dragon's Dogma has a system like that were certain spells make you wet or dry your clothes. GW2 has a combo system, but it's not close. As far as classes go... I think the elites are currently in a great position to add to a class what you feel is missing. I don't think there any missing class though. A new class would be more than what's needed. Especially if you want any order or consistency. I think the best way to look at this is by looking at each profession and their core and elite specializations, then think what's not here and does any of your ideas not fit with a current profession?

    >

    > I don't think we have an elementalist elite without attunements or a mesmer elite without clones, nor a necromancer elite that isn't themed after death/ghosts/bones/darkness :)

     

    I'm so glad you brought that up. Tell me what you think about this.

    https://en-forum.guildwars2.com/discussion/105008/expansion-predictions

  18. @zealex.9410 said:I speculate that we gonna see some more STATE_SERVER_WAIT action when thr expac drops.

    In terms of other features, i say renewed focus to pvp with faction based content, open sea and island exploration and maybe naval combat.

    As for elite specs idc so long as mesmer and guard get land spears or land spear and longbow respectively.

    I don't know if they're gonna change their current weapon system with having aquatic weapons on land. I personally don't see a need for that, BTW, Guardian already has longbow, respectively speaking.

  19. @Lily.1935 said:

    @VocalThought.9835 said:I can't even think of a void that a new class could fill. They're doing a great job with the current classes and to add elites helps show the variations of class types within a theme. I think Revenant was a nice addition mixing the ritualist and the Dervish from the previous game, while filling the gap of the other-worldly Mystic / Dark Knight vibe. If there is another character type, I just don't see it.

    Necromancer is a massive void in the game atm that is not filled. And gw2 necromancer is not a necromancer. It's a warlock at best. Which isn't the same thing.

    It might be the necro you had in mind, but it is a Necromancer. It totally fits the theme, but just because it doesn't do what other game Necromancers do, doesn't mean that wrong. The Devs created a world, created a class and gave it a name. The same can be said with other games. They are fitting within their license.

    @Kulvar.1239 said:

    @Yasai.3549 said:I think it'll be ages before Anet will ever get on that because their balance team either has trouble balancing whatever we currently have, or adds in new stuff which power creeps really really hard.

    Still, I want to see more stuff for core professions.I'm a little sick of Elite specs dominating the majority of the content, so much so that some professions are recognized by their Elite spec more than their core (Chrono was one of these for a LONG LONG time before it got hardcore dumpstered, Herald is also one of these)

    If only we had a 4th trait line only for eSpec and core was made into its own eSpec unlocked from level 1.

    @VocalThought.9835 said:I can't even think of a void that a new class could fill. They're doing a great job with the current classes and to add elites helps show the variations of class types within a theme. I think Revenant was a nice addition mixing the ritualist and the Dervish from the previous game, while filling the gap of the other-worldly Mystic / Dark Knight vibe. If there is another character type, I just don't see it.

    I can see a void in the scholars.We have an illusionist, an elementalist, a necromancer, but none is focused on functional magic itself on the more intellectual side.If we go by D&D : A wizard, magus, or arcanist.In game, it would be close to Asura magitech but done by someone rather than a device.Would also have some ties with Dwarven magic.

    Current light armor classes spells visuals are creativity basedAn elementalist can produce a gush of wind. That gush of wind can be used creatively to push a target, dry clothes, ...In game it pushes, but in lore it has no predefined purpose.The class I have in mind would be the opposite logic.It start from the intent (push the target), then the wizard use a spell that push and the visual effect is the magical embodiment of pushing (whatever it looks like) and couldn't be used otherwise.It would be more intellectual and less creativity.Because of this, the visual of the class skills would be more wild in creative freedom from ANet.

    It could haveCantrip : Only do one little thing, but on a short cooldown or with charges (high availability).Preparation : Similar to ritual casting, prepare an effect into the ground, after a delay you can trigger it at will.Mantra : Similar to prepared spells, 2s to 3s to charge, then released at will.Well: Typical AoE effects at range lingering for a few seconds.

    Weapons could be : Staff, Scepter, Focus, Daggers, Shortbow, MH Sword, Torch, Pistols, Warhorn.

    Class mechanic could be metamagic, arcane reservoir, sorcery points, ...

    I think for what you looking for the game would have to create another system. Dragon's Dogma has a system like that were certain spells make you wet or dry your clothes. GW2 has a combo system, but it's not close. As far as classes go... I think the elites are currently in a great position to add to a class what you feel is missing. I don't think there any missing class though. A new class would be more than what's needed. Especially if you want any order or consistency. I think the best way to look at this is by looking at each profession and their core and elite specializations, then think what's not here and does any of your ideas not fit with a current profession?

  20. @The Greyhawk.9107 said:

    @VocalThought.9835 said:The only thing I would hope the Devs did before they brought GW2 to console was include all of Season 1. I would pay full price for the base game and each expansion sold separately. Having the game without Season 1 would not be worth it. I don't know how they get new plays to buy the game without access. It's like buying part of a product. I guess that's why they made the game f2p.

    I wouldn't hold my breath if I were you. Especially in regards to Season 1, much of its coding doesn't even exist anymore.

    I know. I know that they were thinking it'll be great to have an ongoing world, but I think their experiences made them change so much they had to change their initial system and create a new foundation. I can see why they have to recreate the season. I wonder how much of it is a priority.

  21. @maddoctor.2738 said:

    @"VocalThought.9835" said:Elementalist1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.
    3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.
    4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.*5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

    Not really keen on using an off hand as a main hand, or a Scepter as an off-hand and Elementalists already have access to a bow with the Conjure Frost Bow skill. So my personal pick for next weapon is Rifle, a Long Range fast damage (not area of effect /over time like Staff) weapon. If one of the main attacks "feel" like Prime Light Beam of Holosmith then even better.

    I feel like Long Bow would be a great option. It's not like it has to have the same skills. In fact, when you're attuned to Water your weapon skills don't have to be ice at all, so your not using a Frost Bow, you using a bow with Arrows based on your attunement. I can think of plenty of water abilities bow skills.

    I personally don't see the fascination that an elementalist would have for a rifle. It's not tied to any lore, gw or other wise. I think all of the elites I created are much more fitting. Like main hand focus and off hand scepter. They stick wit the mage or spell casting them. Elementalist having the most spells in the game clearly shows that they're the ultimate spell caster. But that's just me.

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