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Missing professions and class themes.


VocalThought.9835

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7 hours ago, Scalacious.4139 said:

It is that way because it is balanced to be bad because it is a racial skill and they are supposed to be worse than profession skills.
If they made it into an elite, they absolutely can lift those restrictions.

Bigger problem I see is what is a mecha-suit elite spec going to bring to the table we don't already have?

Since it is a mecha suit and how most people imagine it, it would be an elite spec that lets you pilot a mech suit that replaces your weapon skill bar with a new set of skills.... which is the exact same thing holosmith already does, just with a different aesthetic.

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15 hours ago, Kodama.6453 said:

Bigger problem I see is what is a mecha-suit elite spec going to bring to the table we don't already have?

Since it is a mecha suit and how most people imagine it, it would be an elite spec that lets you pilot a mech suit that replaces your weapon skill bar with a new set of skills.... which is the exact same thing holosmith already does, just with a different aesthetic.

It could have another life bar like necro core/reaper, the skill could be glyph isssh that change either on foot or in suit. It could be more long range than holo, with a 1200 staff. As role hmmm boon ripe, plus power, with good cc maybee?

Edited by Makuragee.3058
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4 hours ago, Makuragee.3058 said:

It could have another life bar like necro core/reaper, the skill could be glyph isssh that change either on foot or in suit. It could be more long range than holo, with a 1200 staff. As role hmmm boon ripe, plus power, with good cc maybee?

That it covers your health is not really making the shroud mechanic such a novelty over photon forge. Especially since we have a trait for photon forge which makes Corona Burst create tons of barrier to cover our health while in photon forge, too.

It obviously wouldn't be the exact same as photon forge, but for my personal taste it would be too similar to actually feel like something new.

About the roles: we really need boon rip, but power and CC? 2 of our 3 elite specs are heavily favoring power damage (scrapper and holosmith), the third has power as a legit option which is also represented in it's trait system (mechanist). We really really do not need another power damage elite spec, condition damage would be more appropriate considering that just one of our current elite specs is heavily played as condi (mechanist).

And CC.... is also something that we already excel at with all 3 elite specs. So I don't see a need for that either.

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mesmer: trickster, pyrokinetic, archer. imagine a mesmer using their mind, setting their foes on fire. thief could use a theme like a bladedancer with an off-hand sword. ranger being able to transform into its pet and so unlocking new skills to replace their current weapon set.

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On 3/29/2023 at 5:36 AM, Kodama.6453 said:

That it covers your health is not really making the shroud mechanic such a novelty over photon forge. Especially since we have a trait for photon forge which makes Corona Burst create tons of barrier to cover our health while in photon forge, too.

It obviously wouldn't be the exact same as photon forge, but for my personal taste it would be too similar to actually feel like something new.

About the roles: we really need boon rip, but power and CC? 2 of our 3 elite specs are heavily favoring power damage (scrapper and holosmith), the third has power as a legit option which is also represented in it's trait system (mechanist). We really really do not need another power damage elite spec, condition damage would be more appropriate considering that just one of our current elite specs is heavily played as condi (mechanist).

And CC.... is also something that we already excel at with all 3 elite specs. So I don't see a need for that either.

I agree with you honestly engi as everything it need except boon rip, and maybe a less piano condi build, a fun long range damage build that does not need to press 1 constantly like with grenade kit or mortar... Dont know what the could really had mechanically that would be cool... maybee hologram (aka engi version of mesmer?)

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On 3/25/2023 at 10:10 AM, Gaiawolf.8261 said:

Missing themes I can think of off the top of my head that could be fulfilled by especs:

Warrior: Spellblade, rune knight, battlemaster, warlord

Guardian: Exorcist, inquisitor, oathbreaker, priest/monk

Thief: Trickster magician, soulknife, swashbuckler (maybe daredevil covers this last one)

Engineer: Alchemist, power armor, artillery

Ranger: proper shapeshifter, monster hunter/slayer/trapper

Necromancer: witch doctor, pact warlock, proper minion master

Mesmer: proper summoner, mind mage, item enchanter, illusionary monsters/horrors 

And I'll say it again, a proper spearman, lancer, polearm master, etc.

 

Spellblade - Weaver

Rune Knight - Guardian

Exorcist - Scourge

Monk - Willbender/Daredevil

Magician - Mirage

Alchemist - Harbinger

Power armor - Holosmith/Mechanist, kind of

Hunter - Dragonhunter

Witch Doctor - Scourge

Mind Mage - Virtuoso

 

 

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3 hours ago, Batalix.2873 said:

 

Spellblade - Weaver

Rune Knight - Guardian

Exorcist - Scourge

Monk - Willbender/Daredevil

Magician - Mirage

Alchemist - Harbinger

Power armor - Holosmith/Mechanist, kind of

Hunter - Dragonhunter

Witch Doctor - Scourge

Mind Mage - Virtuoso

 

 

Huh? None of these even come close to the concepts I mentioned with the possible exception of harbinger as a heavility themed alchemist.

I don't even know where to start, but here goes:

Spellblade: Weaver too much of a caster, usually far too squishy, for the traditional concept of a fighter/spellcaster. Not being able to wear proper armor further throws it off without outfits.

Rune knight: The concept and usage of guardian magic isn't even close to runic magic. Runic magic is typically arcane and associated with jotun/giant imagery, both of which are present in GW lore, but not guardians. 

Exorcist: Huh? I don't even... Since when does sand necromancy come even close to the concept of holy magic purging evil forces?

Monk: Um, no. GW monks focus on healing magic, smiting, and currying divine favor. Firebrand comes closest, but GW monks focus even more on being a divine magic caster than any current guardian spec can provide outside of a pure support role. 

Magician: Okay this actually comes really close with a bit of imagination and a structure focus. They could go further into it, though.

Alchemist: As long as you are okay with accepting all the baggage that harbinger/necromancer imagery and skills come with it.

Power Armor: Umm, how? Holosmith has zero mechanical transformation skills that I know of.

Hunter: Some yeah, I'll give you that, but the guardian magic throws off the whole imagery of a traditional hunter. Core ranger is much closer, though they could go further into it.

Witch doctor: Maybe with potions, but it has zero voodoo imagery to complete the package. Granted they would need to introduce that for the spec, but they're halfway there with Joko's lore.

Mind Mage: Virtuoso has the least mind magic of all Mesmer specs, maybe even including core. All their skills specifically focus more on physical manifestations than mental trickery. 

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On 3/31/2023 at 6:48 AM, Batalix.2873 said:

 

Spellblade - Weaver

Rune Knight - Guardian

Exorcist - Scourge

Monk - Willbender/Daredevil

Magician - Mirage

Alchemist - Harbinger

Power armor - Holosmith/Mechanist, kind of

Hunter - Dragonhunter

Witch Doctor - Scourge

Mind Mage - Virtuoso

 

 

Context.

I could see how someone who's never played GW1 might associate monk with the D&D martial artist style monk, but when it's listed as priest/monk, that's referencing things like the Warcraft priest and GW monk - a ranged healing specialist.

More broadly, I note that a lot of your 'this already exists!' claims are based on something from another profession altogether. I think it's reasonable to conclude that if someone is asking for a theme on a particular profession, a similar theme on a different profession isn't covering it, because any elite specialisation is still building off a core profession. Just going off the top of the list, for instance, a 'spellblade' theme that adds an elite specialisation worth of magic onto a warrior is still going to be building off core warrior's weapons, traits, and possibly core utilities, and thus is likely to feel very different to an elementalist with a melee weapon.

Now, there could be a question to be asked of whether such a concept is different enough to be worth the resource investment instead of some other concept or spending time improving on what's already in game, but it's certainly a more complex question than simply posting a vaguely similar elite specialisation on a different profession entirely.

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