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What's your Class Elite-Spec Ideas?


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One i thought of myself was a staff Warrior called a [Sentinel], themed to be a polearm combatant with a glaive.
A sort of tanky daredevil, but with a focus on;

  1. Standing their ground with parry's, sweep attacks & knockbacks, to help hold an area alone, but better with allies, 'as a sentinel never guards alone'.
  2. Booning allies nearby with formations (an aoe that follows the sentinel that allies can benefit from staying close by, like stability or protection, but loose the boon soon as they leave the sentinels 'auea')
  3. Setting down 'Prepared Defences' (aoes that aesthetically show's 3x cheval de frise's inside) to apply cripple/bleed on enemies going inside & grant retaliation to your allies staying inside the aoe.


Genuinely curious of what others have thought off as ideas, feel free to share!

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Posted (edited)

Short version. 

A Warrior Espec called commander.

Utility skills are Commands.

Their gimmick is that they are 10 target, 1200 range Aoe and work like this:

"Heal now!" 

Heals the user for a small amount. Allies who use their heals kill in the next 3s get increased healing by X%, prot and regen. The user gets healed for every ally that used a healingskill under the effect of "Heal now" 

 

"Dodge now"! 

Allies who dodge in the next 3s get X amount of endurance, vigor and resistance. 

 

"Finish them!" 

Allies gain a short might, fury and quickness. If the ally kills or downs a foe in the next 3s, the ally gains might, fury and quickness again plus alacrity. 

 

 

Edited by DanAlcedo.3281
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Posted (edited)

Arenanet could almost directly lift Paragon from GW1 and make it Warrior's support specialization.

It could get access to Sceptres, which would be thrown like Javelins. There already are a few Sceptre skins than can work as Javelins, so Sceptre skins are as little of an issue as Kasmeer's Staff is for Daredevils.

Utility skills would be Chants and Echoes that work similar to Glint's Facets.

Chants are point blank AoE effects that pulse for set durations and affect either allies or enemies, depending on the effect.

Chant's don't get put on cooldown as long as the effect is active.

The Elite Chant is as "strong" as the other Chants, with a comparable cooldown.

During that duration that a Chant's effect is active, the skill flips over to it's Echo variant.

Activating an Echo ends the Chant's effect early in exchange for a single, stronger pulse (scaling with the remaining duration).

Its profession mechanic will be regular Bursts with up to three Adrenaline bars, but the Bursts are limited to T2. Additionally, there's an F2 ability that costs one adrenaline bar (and triggers burst related traits) that's reset the cooldown of a random equipped Shout or Chant.

 

Edited by Fueki.4753
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Posted (edited)

I have a few actually, like a golemancer rev that channels both Oola and Zinn, but I'll share one I worked on the most.

 

Condi engi, the Apothecary.

Armor piece: chest 

They wield a torch and gain access to chemical skills which are similar to thief's venom skills but adds boons as well as conditions to your weapon skills, plus their weapon 3 skill is now a combo skill similar to the thief.

Torch skills:

Noxious fumes: add a lethal chemical to your flames to release a cone of poisonous smoke. Damage 160(x3), causes poison, confusion, blindness

Boomstick: Ignite a volatile substance with your torch to blow away foes. Damage 400, causes burning and knockback

Edited by Mediahead.3542
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Thief:

Name: Treasure Hunter/Tomb Raider:

Weapon: Torch

F1: Unveil: Dispel shadows, revealing yourself and nearby foes.

Traits: Heavy focus on reveal, gaining buffs while revealed and bonus upon attacking a revealed foe.

Utilities: Glyph with effects based on whether you're revealed or not.

 

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Posted (edited)

Class: Engineer

Espec: Tech-Mage

Weapon: Staff

Ability's: Arcane

Tool belt: Arcane Book
1): utility
2): utility
3): utility
4): utility
5): [Fixed] Refresh CD of previously used weapon skill.

Weapon Skills:

1): Smack 3 Foes in close range, bleeding main target | Smack 3 Foes in close range, burning main target | Smack 3 Foes in close range, applying vulnerability to main target | Smack 3 Foes in close range, chilling main target
2): Conjure 5 bolts floating above [Fire, Ice, Earth, Air and Arcane] which provide Increased healing received, Burning duration applied, Bleeding duration applied, Blinding and confusing enemy on received hits. Reactivate: [Prolonged recast reduce effect of (as follow)] Send Forth 5 bots at target dealing strike dmg, applying: burning, Chill, Blind, Confusion
3): Rise rocks in shape of spikes from ground, striking enemy in selected area. After short delay casting thunder bolts striking again, which explode these spikes inflicting bleeding and blinding foes 
4): Send forth scourging wave of BS, striking foes and inflicting confusion.
5): Evade for 1.5 sec by raising then floating above ground, sending rain of fire-icy bolts on selected area, burning and chilling enemy per interval

 

Elite Skill: Unlimited Power

Remove CD from weapon Ability's for next 3 sec. [Effect apply at the end of cast of used ability's]

Edited by Zerthi.5493
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I always wanted to have gadget-based thief called 'Agent.' That either used longbow or focus to debuff targets. 

Another idea I had is a trap-based engineer called 'Sapper.' That uses shortbow to defend positions with combo fields and heavy cc. While replacing toolbelt skills with attunement mechanic called 'arrow selection'

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Might be cheesy and poorly time due to the FOTM V rising everywhere that will probably automatically make it dismissable for some, but a Sword Necromancer on a vampiric theme has been long asked for making use of the untapped theme of the blood magic and/or the minion lines.
Collection weapon would be like a rapier or something familiar to the noble vampire theme.

Shroud could be Blood Shroud, filling up when you self-heal to insist on the leeching archetype of vampires and providing blood magic incentive to use as standard with F1 to F4 skills that simply consume it all with an effect proportional to the blood stocked. Something like bat shapeshift for a small duration that makes you evade, honestly the vampire genre is full of useable ideas to make it work.

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Ranger E-SPEC: Shifter. 

Lose access to pets. Lose access to weapon swap.

Gain access to off hand shield and Manipulations, which are similar in effect to what the Necro Lich and Warrior elite skill (cant remember the name) can do, but centered around 5 mythical beast shapes, with 5 new weapon skills for each. Mythic beast themes and abilities would be centered around Power, Condi, Boon Support, Healing and Elite skill shape would he the Celestial stat version of the previous four.

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Ele spec cataclysm. Focused on fast paced explosive, chaotic damage. Gives the ele access to longbow, torment, and confusion. The attunements work like holoforge and when you swap you build chaotic energy until you unleash an eruption based on your final attunement.

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elebrand

 

it's elementalist but instead of 4 attumenets you only have fire and the rest go to your f1-f3 

they each have a pasisve effect that procs when you hit the enemy a number of times and gives you free stuff just for existing (ex : heal, damage and protection); and then when when you want to use them you use the respective class mechanic skill ,but now they have somewhere around 30 sec cooldowns ( that can be traited down)

To compensate all the skills are buffed up to not be complete garbage, all self buffs like auras and stone skin now also affect allies, and they also gain 291 points of defense for free at all time.

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On 5/30/2022 at 12:13 AM, DanAlcedo.3281 said:

Short version. 

A Warrior Espec called commander.

Utility skills are Commands.

Their gimmick is that they are 10 target, 1200 range Aoe and work like this:

"Heal now!" 

Heals the user for a small amount. Allies who use their heals kill in the next 3s get increased healing by X%, prot and regen. The user gets healed for every ally that used a healingskill under the effect of "Heal now" 

 

"Dodge now"! 

Allies who dodge in the next 3s get X amount of endurance, vigor and resistance. 

 

"Finish them!" 

Allies gain a short might, fury and quickness. If the ally kills or downs a foe in the next 3s, the ally gains might, fury and quickness again plus alacrity. 

 

 

Sounds like Shouts. thats not something new to Warriors. Elite Specs suppose to be a new play style for classes.

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Wouldn't be the first time we have a skill type that's doing basically the same thing as an existing skill type, albeit with a different synergy. Compare and contrast Rage skills with Physical skills, for instance.

I would note that, for a more modern take on the paragon, mainhand pistol is still available.

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Thinking on something myself:

There are three things coming together on this idea:

First, I wanted to think about what a firebrand tome-like mechanic might look like on mesmer.

Second, there isn't really a practical healing build for mesmer at the moment. There are some traits in that direction and chronomancer adds a bit more, but it's more along the lines of taking pressure off the actual healer rather than really being reliable.

Third, we've been teased a bit about a musical mesmer theme, but it's never happened.

So, here we have...you know, let's actually make the Minstrel a thing.

 

Profession Mechanic:

Like the Virtuoso, the Minstrel does not generate clones. Instead, when a clone would normally appear, the Minstrel stacks a Note.

As long as the Minstrel has at least one Note, the Minstrel can summon an illusionary instrument. The instrument had four skills that each consume a Note, and generally provide an effect that is the opposite of what the shatter normally does. The final skill breaks the instrument in some fashion, consuming all remaining Notes, placing that instrument on cooldown, and triggering any relevant shatter traits (yes, this means that if you have Shatter Storm, breaking your F1 instrument won't stop you resummoning it right away if you have the second charge).

Some possibilities:

F1: Phantasmal Flute

Summon a flute whose music heals your allies and provides effects that protect against direct damage. Shatter skill: Throw your flute at your target where it will explode, dealing damage proportional to the remaining number of Notes.

F2: Phantasmal Violin

Express sympathy for your allies' woes through a violin that provides Regeneration, clears conditions, and provides boons and effects that protect against conditions. Shatter skill: Your violin breaks up into a number of tiny violins that Confuse enemies within a targeted area.

F3: Phantasmal Mandolin

Rev up your allies with music that grants Stability, Might, Fury and possibly Alacrity (Mirage wasn't designed to have it, it just picked it up after they nerfed chrono alacrity to death after all). Shatter skill: Smash your guitar to project a sound wave that Dazes the first enemy in its path.

F4: Phantasmal Bagpipes

Confuse, torment, and possibly even terrify your enemies with this eerie music. Shatter skill: Smash the bagpipes at your feet to gain Distortion. 

 

Weapon:

Let's face it, it'd probably be a warhorn (but hey, new phantasm!). Phantasm should be condition-oriented, while the other skill would probably be a sound blast that inflicts multiple stacks of Confusion, similar to Reef Drakes.

 

Utility Skills:

"Shouts". Primarily used to support allies. Have a cast time (in exchange for stronger effects), but each also generates a Note when it is used. The phrase associated with it is sung rather than shouted.

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Warrior: Gladiator/Retiarii (Land Trident)

Give a secondary Burst ability that is set on support abilities

Skill: Mantra

Mesmer: Maestro (Shortbow)

Has access to clone but doesn't get the shatter effect anymore, instead "shattering" clones turn them into ressources for your melodies, which grant auras like the Herald Revenant does

Skill: Symphonies: Working like Preparations (Thief) and Marks (Necro)

Revenant: Mistwalker (Dagger/Dagger)

Legend Razah

Mechanic being able take on more of the channelled legend, changing the weapon kit

Skill: Summon ? Or Spirit Weapons

Necromancer: Possessed (Sword ?)

Replace the Shroud with Possessions, granting you added health and benefit for the different possessions (Different Ghost on the F1-4)

Skill: Glyph (Possessed or not)

Ranger: Mushroom based name (Shield or Rifle)

Get abilities to inflict condition to your pet and yourself but at the same time grant bonuses

Skill: Corruption (Necro) crossed with Mantra ?

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Would love to see an elite spec for the Ranger that worked in a similar way to Thief, focusing on mobility and stealth. The main theme and new mechanic for this elite spec would be camouflage. The Ranger would blend in with nature to quickly catch opponents off guard. The new weapon would be the shield, with stealth and teleport skills, and the new skills would be deception skills. The new pets would be swarms and would help the Ranger either hide from opponents or attack them - the swarms would work in a similar way to signets, either providing a defensive or offensive effect. 

Editing because I thought of a name and description for this elite spec:

The Warden is the ultimate protector of nature and its creatures. They keep a watchful eye over the natural world to ensure no harm comes to it. Agile and stealthy like a leopard, they blend in with their surroundings, camouflaging themself to catch their opponents off-guard. Concealed by their trustworthy shield, the Warden makes use of deception skills and summons swarms of pets to help disguise themself or ambush foes.

 

Edited by TheLadyOfTheRings.9148
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2 hours ago, TheLadyOfTheRings.9148 said:

Would love to see an elite spec for the Ranger that worked in a similar way to Thief, focusing on mobility and stealth. The main theme and new mechanic for this elite spec would be camouflage. The Ranger would blend in with nature to quickly catch opponents off guard. The new weapon would be the shield, with stealth and teleport skills, and the new skills would be deception skills. The new pets would be swarms and would help the Ranger either hide from opponents or attack them - the swarms would work in a similar way to signets, either providing a defensive or offensive effect. Haven't thought of a name for this elite spec yet 🙂 

While I'd rather see focus instead of shield as a weapon for this concept, I do like it.

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The fourth elite spec should be the last one. Otherwise all the specs would just be in a competiton to each other. There are still a few points where the core classes could be improved. 

 

Warrior

The "Gladiator" is focused on supporting allies and can switch to an stance of pure herorism. He use the shortbow to cripple enemies and do critical shots based on the conditions an enemy has. He uses tricks to confuse and control his enemies. His "Battle cry" can revive allies, break stun and bring boons to them based on the greatmaster trait.  
Improvement: Support mechanic, new range weapon

 

Guardian

The "Zealot" is focused on blinding, light auras and take that role at the battlefield what fits the best. He use a offhand mace to channel strong  area light attacks. He uses glyphs that bring benefits based on the active zealot stance. Virtues change to zealot stances that bring strong benefits, but there can only be one stance active and activating a stance set the other ones on a 10 second cooldown. 
Improvement: Class mechanic focused on one role, more effects for blinding and light aura

 

Revenant

The "Caliph" is focused on using deadly agony magic. He use a scepter and focus to inflict painful magic. He can use strong spells, summon a jade tower to weak enemies and switch to a spectral, invisible form to get new energy from the mists and hide himself for a short duration. The new legend is the leader of the mursaat "Optimus caliph"
Improvement: More skills to focus on one enemy, one hand range weapon and one hand offhand weapon

 

Ranger

The "Beastmaster" is focused on good prepared, strong attacks with many pets. He use a shield to defend himself and can use wide area consecrations to change the nature or seasons to his own advantage. His new ability is to summon a pack of pets, based on the active pet, to increase the pressure and he get new strong pet buff attacks on 3rd weapon skills for strong combinations.
Improvement: More minions available, new 3rd weapon skills, area control

 

Engineer

The "trickster" is a fast engineer with a shortbow and special ammunition on his toolbelt. He get new gadgets (battle equipment skills) like a magnetic glove or a exo skeleton to improve his combat style. 
Improvement: Fast range weapon, more flexibility in combats

 

Thief

The "viper" is focused on combining conditions and attacks to deal the highest damage possible. He get a axe to whirl over the battlefield and inflict bleeding, poison and other coniditions. The new corruption skills weak enemies to their limits. Stolen skills change to blood elixirs that improve the vipers stats but poisoning it. 3rd weapon skills get an attack chain mechanic for strong combinations 
Improvement: First real condition damage elite, new attack chains

 

Necromancer

The "spirit bender" has changed his own shadow to a demonic minion that live from life energy and hold the enemies where they are. He use a longbow to do strong attacks from far behind. The new binding rituals summon strong spirits to attack or support. 
Improvement: Pet like ranger, long range attacks possible

 

Elementalist

The "mystic" can collect raw energy from the flow of magic and use it to switch to a strong arcane avatar. He uses a offhand mace to channel strong elemental attacks like a avalanche or meteor. The new elemental towers control the battlefield. 
Improvement: short time hard pressure available, area control

 

Mesmer

The "chaos smith" can create powerful chaos weapon bundles to be prepared for every situation. His new weapon is a mainhand pistol to cripple enemies. The new transformation skills bring benefits and are stronger when they can consume boons for a stronger effect.
Improvement: New weapon bundles like from elemenentalist, direct damage range weapon

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