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GW2 What If...The next expansion. (Elite-Speculation)


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Next expansion is confirmed, what are we gonna get? Here are my thoughts.

 

Warrior: Battlemaster

Weapon: Staff
The staff would be a ranged weapon, allowing the warrior to call aoe artillery strikes down on their target, as well as offering some some aoe buffs and/or healing.

Profession Mechanic: Reinforcements
The battlemaster builds adrenaline in all the normal ways, as well as by healing allies. The adrenaline bar would become a single, unsegmented resource bar. F1 summons reinforcement in the form of a minion to a targeted location, which can be command like other pets in the game. This minion can have different properties based on trait choices, and drains adrenaline at a constant rate. 

Profession Skills: Orders
Orders create an area buff on a targeted ally.  The buff will follow that ally as they move and grant benefits to them and other nearby for performing certain actions, like getting double-strikes on attacks, or vigor/protection on a successful dodge.

 

Guardian: Void-Caller

Weapon: Warhorn
The warhorn would project cone-shaped fields that focus on controlling and interrupting enemies.

Profession Mechanic: Virtuous Anthems
The guardian's virtues now take the form of powerful personal buffs. The guardian may use F1-F3 to select one virtue at a time to receive the benefits from, and the benefits last until another virtue is selected.

Profession Skill: Chants
Chants grant unique buffs which, for their duration, will trigger an effect whenever another utility skill is used, or perhaps when certain other conditions are met. 

 

Revenant: Savant

Weapon: Rifle
The rifle would function in a similar vein to the engineer's firearms: focusing more on mid-ranged utility, mobility, and crowd control rather than damage. 

Profession Mechanic: Legendary Golemancer Stance - Snaff
Golemancer stance, in addition to providing new skills, provides access to the F2 skill Overdrive, which will instantly reset all cooldowns (including weapon skills, utility skills, and profession skills) in addition to providing maximum energy at the cost of disabling energy regeneration for a period of time and a long cooldown. 

Profession Skills: Golemancy
By temporarily summoning Snaff's golem (or parts thereof) through mist-portals, the revenant gains access to a variety of instant, percussive effects, like extra damage, defensive bubbles, or an AoE launch.

 

Engineer: Kineticist

Weapon: Staff
The staff conducts the Kineticist's magnetic powers, offering the engineer powerful ranged damage options, and some ranged defense. 

Profession Mechanic: Magnetic Crush
The Kineticist's magnetic power grows as they deal or block damage, building a tiered meter similar to warrior's adrenaline gauge. Each tier offers the engineer damage reduction, and also unlocks a more-powerful version of the new f5 skill magnetic crush: a powerful and damaging aoe CC ability.

Profession Skills: Create/Destroy
Create skills would use magnetic power and spare pieces of metal to create a variety of effects including walls and weapons. Once used, they become their corresponding destroy skill, which would create a secondary effect, and put the skill on cooldown.

 

Thief: Butcher

Weapon: Axe (MH)
The axe would be a comparatively simple weapon for thief, focusing less on mobility and more on high, cleaving damage and supplemental vulnerability application.

Profession Mechanic: Rip-Claw
Instead of shadow-stepping the thief to their target, the Rip-Claw fires a projectile which will drag the thief's target to them, and offer a unique follow-up attack on the F2 based on the enemy pulled (much like how stealing does).

Profession Skills: Wounds
These would be powerful, single target debuffs focused on things like overcoming defenses, and stripping/corrupting boons. 

 

Ranger: Hunter

Weapon: Rifle
The rifle would offer a mix of ranged damage, offensive mobility, and baked in unblockable attacks.

Profession Mechanic: Stalk
By activating a new F5 skill, you mark a target for your pet to stalk. Your pet vanishes into stealth, becoming invisible and untargetable. For the duration of this ability your pet will hunt this target, making sudden strikes from the shadows on your command. When the ability ends, the pet reappears next to their target. If the target dies while under this effect, Stalk's cooldown is reduced.

Profession Skills: Venoms
Ranger gets access to its own set of venoms which affect only a single attack, but have powerful or long lasting effects. 

 

Elementalist: Spellbinder

Weapon: Rifle
The rifle would offer a mix of both single target and AoE ranged damage, depending on the element, and have a distinct focus on burst damage.

Profession Mechanic: Arcane Shroud
As the elementalist changes attunements and uses weapon skills, they build energy for their arcane shroud (F5). In Arcane Shroud, the elementalist loses arcane energy while hit instead of health, and gains access to powerful, highly damaging, ranged and Aoe abilities, based on the element they were attuned to upon activation. Casting abilities while in this form would also cost energy.

Profession Skills: Greater Arcana
Greater arcana would focus on offering particularly powerful arcane-style effects, but would also place a short to moderate cooldown on all utility skills once activated. 

 

Mesmer: Siren

Weapon: Longbow
The longbow would provide strong AoE pressure from range while offering mobility/stealth access.

Profession Mechanic: Duet
The mesmer may have only one clone at a time. This clone can switch targets, and will always have the same target as the player. This clone is empowered, dealing more damage per attack, every time a mesmer ability would create a clone, stacking up to three times. When a shatter is used, one level of empowerment is lost instead of destroying the clone. If the clone is not empowered, it shatters normally. 

Profession Skills: Harmonize
A harmonize skill produces an affect that targets both the mesmer, and their clone.

 

Necromancer: Master

Weapon: Sword (MH)
The sword would be a heavy striking weapon that provides life force per hit, and be able to block.

Profession Mechanic: Bone-Widow
Necromancer shroud is replaced with the ability to summon a massive undead minion: The Bone-Widow. While the Bone-Widow is active, the necromancer life-force acts as its health bar, which drains over time. F2-F5 are replaced with abilities used by the Bone-Widow while it is active.

Profession Skills: Tolls
Tolls are skills which cost the necromancer health when activated, to a minimum of 1. They provide life-force when activated, as well as additional effects. 


 

Edited by LuckyThirteen.4576
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I'm very curious to see how they tackle new elite specs in the next expansion. Following the same pattern from previous expansions, they would give us 1 new elite spec per profession. However, in my opinion, they can't be doing this forever, mainly because not all professions are on equal footing when it comes to unlockable weapons. At some point, some professions will run out of weapons to add, while others will still be missing many. The Warrior for example has almost every weapon unlocked, while the Engineer only has a few. 

This makes me wonder if instead they'll introduce a new way of adding variety to the professions without necessarily following the exact same model of new elite + new weapon + new skills + (possibly) new mechanic.

 

But assuming we're getting at least one more elite spec per profession like the ones we got so far, I would like for the Ranger to get access to the shield (off-hand), with the theme being camouflage and the focus being on stealth and mobility, taking swarms of pets to combat instead of a singular pet.  

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I'll bite.

Ranger - stealth/utility rifle, multi-pet

Elementalist - longbow plz

Revenant - mid-range CC rifle, asuran legend, I agree!

Mesmer - dual focii, channeling magic into fast-paced martial arts (imagine you and three clones just wailing on enemies from all sides)

That said, I agree it's increasingly straining on balance, especially in competitive modes, to keep adding new e-specs. They're such a juicy thing to look forward to, though, and newer masteries have been less and less appealing... ANet would have to get creative to make a replacement hook for the next expac. 

 

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Engineer - Chemist

Represents the engineer/thief dual spec. This elite spec has a focus on condition damage, stealth and boon removal. They are using chem-fogs, clouds of dangerous chemicals, to hide themselves and rend the flesh from the bones of their enemies.

Entering a chem-fog gives a chemist access to chemical ambush skills for their mainhand weapon and kits (like other ambushes, skill 1 is temporarily replaced by an ambush skill, but it applies to kits as well since they are our weapon replacements).

Weapon: Staff (has a censer at the end, spreading fumes and gases while we swing it)
Utility Type: Preparations (devices we install on the battlefield to trap enemies in a hell of acids and poisonous concoctions)
Elite Spec Mechanic: Chemical Ambushes + Chem-Belt (F5 switches our toolbelt skills to the unique chembelt of the chemist, which helps them creating chem-fogs for their ambushes and other effects)

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2 hours ago, TheLadyOfTheRings.9148 said:

At some point, some professions will run out of weapons to add, while others will still be missing many. The Warrior for example has almost every weapon unlocked, while the Engineer only has a few. 

The good thing is that the weapons are tied to the elite specs, so technically they could distribute the same weapon again for a class with a different skill set.

Warrior is the class which is most at danger of "running out of weapons". But they could, for example, create a new warrior elite spec which is using the torch as their elite spec weapon, but it has a different skill set than the torch used for berserker.

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18 minutes ago, Kodama.6453 said:

The good thing is that the weapons are tied to the elite specs, so technically they could distribute the same weapon again for a class with a different skill set.

Warrior is the class which is most at danger of "running out of weapons". But they could, for example, create a new warrior elite spec which is using the torch as their elite spec weapon, but it has a different skill set than the torch used for berserker.

Yes, that's true! That's sort of what they did with the gunsaber for Warrior, it's basically a greatsword but with different skills and different mechanic as well for the elite spec as a whole. And then of course they added the pistol off-hand but I think it was just so that the Warrior community wouldn't feel like they didn't get any new weapon at all. To me the pistol off-hand felt a bit like a cherry on top of a cake 😄 Not doing that much, just feels nice to have it. 

 

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Elementalist: dual focii, gain unique skills directly after changing attunements (similar to thief's sneak attack skills), power damage or sustain focus, aa moves you slightly, pushes (new cc, moves enemies back but they can still use skills while and after moving, deals damage if it can't (obstacle, immobilized, stability, break bar etc.) (used for repositioning most enemies) (very helpful for burning through enemy stability)) physical skills

 

Mesmer: bouncer theme, hammer, cc focused, clones have increased health but do less damage, shatters have passive effects that buff clones. physical skills

 

Necro: dance focused,

 

warrior: can equip more than two weapons (extra weapons don't give bonus stats in Wvw and Pve) burst replaced by weapon swap options, traits in spec give ability to equip weapons rather than the spec itself (main hand, one hand staff (seen in domain of kourna load in screen) (grandmaster top line trait) (support), short bow (grand master middle trait) (condi), main hand shield (grand master bottom trait) (sustain)),  glyph utilities

 

Guardian: daggers, blind and evasion focused, more powerful passives on virtues, (cool stained glass shard dagger skin (pretty pls)), deception utilities

 

Rev: Jormag legend, CC focus, buffs to hammer, axe weapon, chills stack and do condition damage (previous chill effects would be reduced but would accumulate for each stack) legends more powerful but energy is built up like heat for holosmith (detrimental effects when you "go too far")

 

Ranger: scepter, more animals but animals have less individual sustain, recharge on death significantly reduced, utility skills buff pets but go on cooldown when a pet dies, minion and sustain focus, Minion utilities

 

Engineer: Mastermind, support focus, grants lots of unique boons to allies, gains bonuses based on number of allies, mainhand torch (candelabra skin) (imagine how humiliated you would be if you got killed singlehandedly by a candelabra) Aoe Mantra utilities

 

Thief: Great sword weapon (very controversial, I know), Samuri style, most agile greatsword in the game (lots of mobility skills with swiftness), increased health, stealth now doesn't hide you from view but evades all attacks for its duration (triggers evade traits as well as stealth), focus on sustain, 

 

Alternate thief:  trickster, has a deck of cards,

Edited by Infinity.2876
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I agree that a stealth focused expansion would be cool. 

Maybe the rework stealth so some Elites have proper reveal skills, or we even get an indicator like an after trail.

Edited by Mell.4873
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2 hours ago, TheLadyOfTheRings.9148 said:

Wouldn't this be too similar to the Mirage?

focus PUNCH

I don't care who gets it. Purple magic clone generator would look cool throwing punches. Maybe elementalist falcon punches. Maybe revenant 😄 Next expac needs dual focii martial arts spec. HADOUUUKEN! 

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17 hours ago, LuckyThirteen.4576 said:

Next expansion is confirmed, what are we gonna get? Here are my thoughts.

 

Warrior: Battlemaster

Weapon: Staff
The staff would be a ranged weapon, allowing the warrior to call aoe artillery strikes down on their target, as well as offering some some aoe buffs and/or healing.

Profession Mechanic: Reinforcements
The battlemaster builds adrenaline in all the normal ways, as well as by healing allies. The adrenaline bar would become a single, unsegmented resource bar. F1 summons reinforcement in the form of a minion to a targeted location, which can be command like other pets in the game. This minion can have different properties based on trait choices, and drains adrenaline at a constant rate. 

Profession Skills: Orders
Orders create an area buff on a targeted ally.  The buff will follow that ally as they move and grant benefits to them and other nearby for performing certain actions, like getting double-strikes on attacks, or vigor/protection on a successful dodge.

 

Guardian: Void-Caller

Weapon: Warhorn
The warhorn would project cone-shaped fields that focus on controlling and interrupting enemies.

Profession Mechanic: Virtuous Anthems
The guardian's virtues now take the form of powerful personal buffs. The guardian may use F1-F3 to select one virtue at a time to receive the benefits from, and the benefits last until another virtue is selected.

Profession Skill: Chants
Chants grant unique buffs which, for their duration, will trigger an effect whenever another utility skill is used, or perhaps when certain other conditions are met. 

 

Revenant: Savant

Weapon: Rifle
The rifle would function in a similar vein to the engineer's firearms: focusing more on mid-ranged utility, mobility, and crowd control rather than damage. 

Profession Mechanic: Legendary Golemancer Stance - Snaff
Golemancer stance, in addition to providing new skills, provides access to the F2 skill Overdrive, which will instantly reset all cooldowns (including weapon skills, utility skills, and profession skills) in addition to providing maximum energy at the cost of disabling energy regeneration for a period of time and a long cooldown. 

Profession Skills: Golemancy
By temporarily summoning Snaff's golem (or parts thereof) through mist-portals, the revenant gains access to a variety of instant, percussive effects, like extra damage, defensive bubbles, or an AoE launch.

 

Engineer: Kineticist

Weapon: Staff
The staff conducts the Kineticist's magnetic powers, offering the engineer powerful ranged damage options, and some ranged defense. 

Profession Mechanic: Magnetic Crush
The Kineticist's magnetic power grows as they deal or block damage, building a tiered meter similar to warrior's adrenaline gauge. Each tier offers the engineer damage reduction, and also unlocks a more-powerful version of the new f5 skill magnetic crush: a powerful and damaging aoe CC ability.

Profession Skills: Create/Destroy
Create skills would use magnetic power and spare pieces of metal to create a variety of effects including walls and weapons. Once used, they become their corresponding destroy skill, which would create a secondary effect, and put the skill on cooldown.

 

Thief: Butcher

Weapon: Axe (MH)
The axe would be a comparatively simple weapon for thief, focusing less on mobility and more on high, cleaving damage and supplemental vulnerability application.

Profession Mechanic: Rip-Claw
Instead of shadow-stepping the thief to their target, the Rip-Claw fires a projectile which will drag the thief's target to them, and offer a unique follow-up attack on the F2 based on the enemy pulled (much like how stealing does).

Profession Skills: Wounds
These would be powerful, single target debuffs focused on things like overcoming defenses, and stripping/corrupting boons. 

 

Ranger: Hunter

Weapon: Rifle
The rifle would offer a mix of ranged damage, offensive mobility, and baked in unblockable attacks.

Profession Mechanic: Stalk
By activating a new F5 skill, you mark a target for your pet to stalk. Your pet vanishes into stealth, becoming invisible and untargetable. For the duration of this ability your pet will hunt this target, making sudden strikes from the shadows on your command. When the ability ends, the pet reappears next to their target. If the target dies while under this effect, Stalk's cooldown is reduced.

Profession Skills: Venoms
Ranger gets access to its own set of venoms which affect only a single attack, but have powerful or long lasting effects. 

 

Elementalist: Spellbinder

Weapon: Rifle
The rifle would offer a mix of both single target and AoE ranged damage, depending on the element, and have a distinct focus on burst damage.

Profession Mechanic: Arcane Shroud
As the elementalist changes attunements and uses weapon skills, they build energy for their arcane shroud (F5). In Arcane Shroud, the elementalist loses arcane energy while hit instead of health, and gains access to powerful, highly damaging, ranged and Aoe abilities, based on the element they were attuned to upon activation. Casting abilities while in this form would also cost energy.

Profession Skills: Greater Arcana
Greater arcana would focus on offering particularly powerful arcane-style effects, but would also place a short to moderate cooldown on all utility skills once activated. 

 

Mesmer: Siren

Weapon: Longbow
The longbow would provide strong AoE pressure from range while offering mobility/stealth access.

Profession Mechanic: Duet
The mesmer may have only one clone at a time. This clone can switch targets, and will always have the same target as the player. This clone is empowered, dealing more damage per attack, every time a mesmer ability would create a clone, stacking up to three times. When a shatter is used, one level of empowerment is lost instead of destroying the clone. If the clone is not empowered, it shatters normally. 

Profession Skills: Harmonize
A harmonize skill produces an affect that targets both the mesmer, and their clone.

 

Necromancer: Master

Weapon: Sword (MH)
The sword would be a heavy striking weapon that provides life force per hit, and be able to block.

Profession Mechanic: Bone-Widow
Necromancer shroud is replaced with the ability to summon a massive undead minion: The Bone-Widow. While the Bone-Widow is active, the necromancer life-force acts as its health bar, which drains over time. F2-F5 are replaced with abilities used by the Bone-Widow while it is active.

Profession Skills: Tolls
Tolls are skills which cost the necromancer health when activated, to a minimum of 1. They provide life-force when activated, as well as additional effects. 


 

Reality:

Warrior: Shortbow mantra

Guardian: Pistol cantrip

Revenant: Scepter wells

Engineer: Dagger shout

Thief: Torch glyph

Ranger: Scepter mediation

Elementalist: Axe deception

Mesmer: Warhorn elixir

Necromancer: Hammer/longbow trap

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15 minutes ago, stormemperor.3745 said:

Reality:

Warrior: Shortbow mantra

Guardian: Pistol cantrip

Revenant: Scepter wells

Engineer: Dagger shout

Thief: Torch glyph

Ranger: Scepter mediation

Elementalist: Axe deception

Mesmer: Warhorn elixir

Necromancer: Hammer/longbow trap

How the hell are we making shouts with a technology theme to fit for engineer? Are we shouting by using a megaphone? And what are we shouting? Is the heal shout "HAVE YOU TRIED TURNING IT OFF AND ON AGAIN?!"?

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11 hours ago, Anonynja.3172 said:

I'll bite.

Ranger - stealth/utility rifle, multi-pet

Elementalist - longbow plz

Revenant - mid-range CC rifle, asuran legend, I agree!

Mesmer - dual focii, channeling magic into fast-paced martial arts (imagine you and three clones just wailing on enemies from all sides)

That said, I agree it's increasingly straining on balance, especially in competitive modes, to keep adding new e-specs. They're such a juicy thing to look forward to, though, and newer masteries have been less and less appealing... ANet would have to get creative to make a replacement hook for the next expac. 

 

I'm with you on ele longbow, been asked for since before PoF 😂

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7 hours ago, Kodama.6453 said:

How the hell are we making shouts with a technology theme to fit for engineer? Are we shouting by using a megaphone? And what are we shouting? Is the heal shout "HAVE YOU TRIED TURNING IT OFF AND ON AGAIN?!"?

Healing: "Advanced Repair!" inital + overtime heal

Utility 1: "Get Back To Work!" 5 men stun break + stab

Utility 2: "Fire Alarm!" 5 men 1 condi cleanse per pulse, 5 sec

Utility 3: "Overtime Work!"  5 men might + weakness to self

Utility 4: "Overclock" 5 men pulsing boons + self weakness after 5 sec

Elite: "Crank That Souljia Boy!" op damage + 5 men boon 

 

Toolbelt 1: "Emergency Repair!" low self heal

Toolbelt 2: "Breaktime!" self stun break

Toolbelt 3: "Freezing!" single target chilled

Toolbelt 4: "Shift Is Over!" self boons

Toolbelt 5: "Underclock" remove enemy boon

Toolbelt 6: "Restart!" Reset shout/toolbelt skills

Edited by stormemperor.3745
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1 hour ago, stormemperor.3745 said:

Healing: "Advanced Repair!" inital + overtime heal

Utility 1: "Get Back To Work!" 5 men stun break + stab

Utility 2: "Fire Alarm!" 5 men 1 condi cleanse per pulse, 5 sec

Utility 3: "Overtime Work!"  5 men might + weakness to self

Utility 4: "Overclock" 5 men pulsing boons + self weakness after 5 sec

Elite: "Crank That Souljia Boy!" op damage + 5 men boon 

 

Toolbelt 1: "Emergency Repair!" low self heal

Toolbelt 2: "Breaktime!" self stun break

Toolbelt 3: "Freezing!" single target chilled

Toolbelt 4: "Shift Is Over!" self boons

Toolbelt 5: "Underclock" remove enemy boon

Toolbelt 6: "Restart!" Reset shout/toolbelt skills

Sorry, but if this became reality I would be so extremely disappointed. This is thematically the most boring elite spec suggestion I have ever seen. What's the name of the spec, the "Supervisor"? xD

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On 2/7/2023 at 3:29 PM, LuckyThirteen.4576 said:

Warrior: Battlemaster

Weapon: Staff
The staff would be a ranged weapon, allowing the warrior to call aoe artillery strikes down on their target, as well as offering some some aoe buffs and/or healing.

Profession Mechanic: Reinforcements
The battlemaster builds adrenaline in all the normal ways, as well as by healing allies. The adrenaline bar would become a single, unsegmented resource bar. F1 summons reinforcement in the form of a minion to a targeted location, which can be command like other pets in the game. This minion can have different properties based on trait choices, and drains adrenaline at a constant rate. 

Profession Skills: Orders
Orders create an area buff on a targeted ally.  The buff will follow that ally as they move and grant benefits to them and other nearby for performing certain actions, like getting double-strikes on attacks, or vigor/protection on a successful dodge.

Support Warrior please. 

 

 

On 2/7/2023 at 3:29 PM, LuckyThirteen.4576 said:

Guardian: Void-Caller

Weapon: Warhorn
The warhorn would project cone-shaped fields that focus on controlling and interrupting enemies.

Profession Mechanic: Virtuous Anthems
The guardian's virtues now take the form of powerful personal buffs. The guardian may use F1-F3 to select one virtue at a time to receive the benefits from, and the benefits last until another virtue is selected.

Profession Skill: Chants
Chants grant unique buffs which, for their duration, will trigger an effect whenever another utility skill is used, or perhaps when certain other conditions are met. 

Why Void? Especially since we've just got done beating back the Void. Weird. 

 

On 2/7/2023 at 3:29 PM, LuckyThirteen.4576 said:

Revenant: Savant

Weapon: Rifle
The rifle would function in a similar vein to the engineer's firearms: focusing more on mid-ranged utility, mobility, and crowd control rather than damage. 

Profession Mechanic: Legendary Golemancer Stance - Snaff
Golemancer stance, in addition to providing new skills, provides access to the F2 skill Overdrive, which will instantly reset all cooldowns (including weapon skills, utility skills, and profession skills) in addition to providing maximum energy at the cost of disabling energy regeneration for a period of time and a long cooldown. 

Profession Skills: Golemancy
By temporarily summoning Snaff's golem (or parts thereof) through mist-portals, the revenant gains access to a variety of instant, percussive effects, like extra damage, defensive bubbles, or an AoE launch.

No thanks. Revenant shouldn't try and emulate something another class already has close ties to (engi) 

 

On 2/7/2023 at 3:29 PM, LuckyThirteen.4576 said:

Engineer: Kineticist

Weapon: Staff
The staff conducts the Kineticist's magnetic powers, offering the engineer powerful ranged damage options, and some ranged defense. 

Profession Mechanic: Magnetic Crush
The Kineticist's magnetic power grows as they deal or block damage, building a tiered meter similar to warrior's adrenaline gauge. Each tier offers the engineer damage reduction, and also unlocks a more-powerful version of the new f5 skill magnetic crush: a powerful and damaging aoe CC ability.

Profession Skills: Create/Destroy
Create skills would use magnetic power and spare pieces of metal to create a variety of effects including walls and weapons. Once used, they become their corresponding destroy skill, which would create a secondary effect, and put the skill on cooldown.

Whole thing sounds more like a Scrapper rework. 

 

On 2/7/2023 at 3:29 PM, LuckyThirteen.4576 said:

Thief: Butcher

Weapon: Axe (MH)
The axe would be a comparatively simple weapon for thief, focusing less on mobility and more on high, cleaving damage and supplemental vulnerability application.

Profession Mechanic: Rip-Claw
Instead of shadow-stepping the thief to their target, the Rip-Claw fires a projectile which will drag the thief's target to them, and offer a unique follow-up attack on the F2 based on the enemy pulled (much like how stealing does).

Profession Skills: Wounds
These would be powerful, single target debuffs focused on things like overcoming defenses, and stripping/corrupting boons. 

Ah yes, Scorpion Wire becomes your Steal. Very lmao. Butcher is a poor theme imo, why not something like Pillager or Pirate? 

 

On 2/7/2023 at 3:29 PM, LuckyThirteen.4576 said:

Ranger: Hunter

Weapon: Rifle
The rifle would offer a mix of ranged damage, offensive mobility, and baked in unblockable attacks.

Profession Mechanic: Stalk
By activating a new F5 skill, you mark a target for your pet to stalk. Your pet vanishes into stealth, becoming invisible and untargetable. For the duration of this ability your pet will hunt this target, making sudden strikes from the shadows on your command. When the ability ends, the pet reappears next to their target. If the target dies while under this effect, Stalk's cooldown is reduced.

Profession Skills: Venoms
Ranger gets access to its own set of venoms which affect only a single attack, but have powerful or long lasting effects. 

Rifle + Venoms is such a weird aesthetic. In general, everything you've suggested with this theme can already achieved with what we have right now. Something new would be welcome. 

 

On 2/7/2023 at 3:29 PM, LuckyThirteen.4576 said:

Elementalist: Spellbinder

Weapon: Rifle
The rifle would offer a mix of both single target and AoE ranged damage, depending on the element, and have a distinct focus on burst damage.

Profession Mechanic: Arcane Shroud
As the elementalist changes attunements and uses weapon skills, they build energy for their arcane shroud (F5). In Arcane Shroud, the elementalist loses arcane energy while hit instead of health, and gains access to powerful, highly damaging, ranged and Aoe abilities, based on the element they were attuned to upon activation. Casting abilities while in this form would also cost energy.

Profession Skills: Greater Arcana
Greater arcana would focus on offering particularly powerful arcane-style effects, but would also place a short to moderate cooldown on all utility skills once activated. 

Might as well have suggested "5th Element"
Having a shroud bundle is anti Elementalist in nature because the point of Ele is rotating between 4 Elements whenever you need to. 

 

On 2/7/2023 at 3:29 PM, LuckyThirteen.4576 said:

Mesmer: Siren

Weapon: Longbow
The longbow would provide strong AoE pressure from range while offering mobility/stealth access.

Profession Mechanic: Duet
The mesmer may have only one clone at a time. This clone can switch targets, and will always have the same target as the player. This clone is empowered, dealing more damage per attack, every time a mesmer ability would create a clone, stacking up to three times. When a shatter is used, one level of empowerment is lost instead of destroying the clone. If the clone is not empowered, it shatters normally. 

Profession Skills: Harmonize
A harmonize skill produces an affect that targets both the mesmer, and their clone.

Name: Siren

Doesn't use a Warhorn. Lmao. 

 

On 2/7/2023 at 3:29 PM, LuckyThirteen.4576 said:

Necromancer: Master

Weapon: Sword (MH)
The sword would be a heavy striking weapon that provides life force per hit, and be able to block.

Profession Mechanic: Bone-Widow
Necromancer shroud is replaced with the ability to summon a massive undead minion: The Bone-Widow. While the Bone-Widow is active, the necromancer life-force acts as its health bar, which drains over time. F2-F5 are replaced with abilities used by the Bone-Widow while it is active.

Profession Skills: Tolls
Tolls are skills which cost the necromancer health when activated, to a minimum of 1. They provide life-force when activated, as well as additional effects. 

I like mine better. 

 

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How about something a bit more outthere?

On GW1 every profession could go 2ndry ranger and have a tameable animal  pet.

How about giving every profession a pet based specialisation!

Each profession would have it's own on brand traits that would work with the professions existing traits

Thief could have pets with added poison/stealth and a focus on quickness and superspeed
Engineer, pets with explosive/bleeding and a focus on Vigor
Elementalist, pets affected by attunments. 

Mesmer, clones/illusions become pets

Guardian, a pet with a healing/protecting aura

etc


And for Rangers...........2 pets at once.

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If they were to do an asura golemancer legend, it should be Zinn. Guy just comes up so many times, and in so doing, has pulled off more feats that could be turned into revenant skills. Snaff was highly respected, Zinn was legendary.

17 hours ago, Infinity.2876 said:

 

Thief: Great sword weapon (very controversial, I know), Samuri style, most agile greatsword in the game (lots of mobility skills with swiftness), increased health, stealth now doesn't hide you from view but evades all attacks for its duration (triggers evade traits as well as stealth), focus on sustain, 

So... replace all stealth with a Mirage Cloak effect, except it comes primarily from using skills rather than dodging?

Could be interesting, and would solve the problem of how to get ambush skills to work without stealth. Would need to shorten the duration to Mirage Cloak levels to be balanced, though, and it would turn Shadow Refuge into a full on 'you can't hurt us'.

A more balanceable form could be to convert stealth into aegis, and granting yourself aegis grants access to ambush skills.

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54 minutes ago, ShadowInTheVoid.9183 said:

How about something a bit more outthere?

On GW1 every profession could go 2ndry ranger and have a tameable animal  pet.

How about giving every profession a pet based specialisation!

Each profession would have it's own on brand traits that would work with the professions existing traits

Thief could have pets with added poison/stealth and a focus on quickness and superspeed
Engineer, pets with explosive/bleeding and a focus on Vigor
Elementalist, pets affected by attunments. 

Mesmer, clones/illusions become pets

Guardian, a pet with a healing/protecting aura

etc


And for Rangers...........2 pets at once.

 

With all due respect, engineers already have mechanist. The last thing we need is another pet spec when we already have to suffer with bad turrets and now got a pet focused spec.

Everyone please stop suggesting pet specs for engineer. We are done with that.

 

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