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Next Expansion, no Elite specs but?


Lily.1935

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What I get from this announcement is that, first, they will remove the limit on weapons for specialisations, so a monstrosity such as sword/warhorn  catalyst will become possible... and then they'll have a whole cycle of the expansion to change half the skills so the new meta is not too frustrating! Joke aside, I don't know how I feel about this - I like that each specialisation comes with a specific weapon. (Although hammer tempest might be fun!)

The second thing I am reading in here is that they will give professions (core ones) access to new weapons - so, instead of designing whole new specs, they will let us play the old ones with new weapons. My guess is that they will try to give the community what it's been asking for so:

Elementalist - bow (long or short)

Necromancer - one-hand sword

Mesmer - off-hand dagger (perhaps main-hand pistol)

Ranger - rifle (or shield) + new pets

Thief - off-hand sword

Engineer - sceptre

Warrior - staff

Guardian - warhorn

Revenant - sceptre

They might also extend the utilities bar, so we can have 5 skills + heal and elite, and/or add new elites. But I don't think there will be anything more than that. If this is correct, however, I wonder how they will compensate for a class like Weaver getting new weaves, rangers getting new pets, etc. I mean - if you just get an off-hand sword + weapons you've already played + a new Elite, is that equal to the above two? No answer, just questions!

P.S. I also suspect this means the 5th expansion will deliver a new Profession. Profession + three specialisations seems easier in a year, than 9 new specialisations.

Edited by SRMorgan.6124
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1 minute ago, SRMorgan.6124 said:

What I get from this announcement is that, first, they will remove the limit on weapons for specialisations, so a monstrosity such as sword/warhorn  catalyst will become possible... and then they'll have a whole cycle of the expansion to change half the skills so the new meta is not too frustrating! Joke aside, I don't know how I feel about this - I like that each specialisation comes with a specific weapon. (Although hammer tempest might be fun!)

The second thing I am reading in here is that they will give professions (core ones) access to new weapons - so, instead of designing whole new specs, they will let us play the old ones with new weapons. My guess is that they will try to give the community what it's been asking for so:

Elementalist - bow (long or short)

Necromancer - one-hand sword

Mesmer - off-hand dagger (perhaps main-hand pistol)

Ranger - rifle (or shield) + new pets

Thief - off-hand sword

Engineer - sceptre

Warrior - staff

Guardian - warhorn

Revenant - sceptre

They might also extend the utilities bar, so we can have 5 skills + heal and elite, and/or add new elites. But I don't think there will be anything more than that. If this is correct, however, I wonder how they will compensate for a class like Weaver getting new weaves, rangers getting new pets, etc. I mean - if you just get an off-hand sword + weapons you've already played + a new Elite, is that equal to the above two? No answer, just questions!

P.S. I also suspect this means the 5th expansion will deliver a new Profession. Profession + three specialisations seems easier in a year, than 9 new specialisations.

I Don't personally think the Elite specialization weapons and utility will be unlocked to the core classes and I can explain why.

The utility and weapons of elite specs are sometimes built around that specialization's mechanic and has no synergy outside of that mechanic. Holosmith is the primary example of this were their weapon and all of their utility skills are built around the heat mechanic. Sword is noticeably weaker without heat, as are the utility skills. But its not like other Elite specs don't also have this design. Take Druid for example. Their glyphs only have their dual function with Celestial avatar form. Bladesworn has skills that specifically produce flow and not adrenaline, Harbinger produces blight with their elixirs, Vindicator's legend can't swap because the swapping part is part of their unique mechanic. Although these examples are fairly rare in the grand scheme of their overall design, they are still there.

They could rebalance them for core, but its still got some clumsy design hurdles that would need to be overcome. Its not impossible, but I don't see it as likely.

As for new weapons, Yeah I think so. New Traits, yeah I see that too. new Utility, sure. But I don't think we'd be getting all at once.

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7 hours ago, Lily.1935 said:

After reading the update I honestly have more questions than were really answered.

I'm not on board with this and the "Should exist" doesn't really tell us a whole lot. Should a Minion master exist on one of the elite specs for necromancer? SHOULD a Alacrity build exist for them somewhere? I'd say yes both of those should exist but does arena net agree with me? I'm not so sure. I don't agree that the design space is as limited as they say. But again that's super hard to speculate on. I'd like an Armorer for Engineer and I don't think any of the current elite specs really fit that.

So this statement doesn't really tell me too much, but lets see the next part.

This one has me super curious. Like, what sort of augments? Are we talking about new Traits or weapons? Will Scourge for example get a trait which removes their shades and transforms them into Minions? Because that could be quite cool, although only having 3 would be a bit limiting. Are we going to see new Utility skills or even more than just a limit of 6 of a type? This is something I'd really like to know.

I personally could be happy with only getting new traits or something of similar value. Assuming we get 9-21 new traits per profession that could be quite interesting or a new weapon or two that are available to the core class. There's a lot they could add that would make me happy as a player. So although this statement still leaves me with a lot of questions, overall I'm cautiously optimistic.

Personally, as a Necromancer main coming over from GW1 and since I play a necromancer in every game I can I feel that necromancer is lacking most of the type of builds I enjoy and the fact we don't have a minimum of like 4 minion builds with very different play styles kinda bugs me. And the fact we don't have any weapons that summon minions bugs me as well. I'm sure other players with different professions as their mains have similar feelings for their profession. Like that we can't really effectively run mono element elementalist and a Cryomancer isn't a thing.

I don't know. I want to see more information. I'll continue to speculate. Hopefully they don't bury Elite specs entirely. But maybe their new tools will make me feel we don't need new ones, who knows.

I have to say, Reaper with Death Magic is more than enough minion mastering one should need. It seems like some people want to see and Army of dead zombies and skeletons, just to feel like their doing something, and if that doesn't happen, nothing happens.  

 

As far as Cryromancing, you could have all water skills if you want and stay in water attunement if you wanted.

 

I think they are done with elite specializations and I can see why. They touched about everything. With the 9 professions there's like at least 7 ways to play each one. I can see them adding more core skills or hopefully more races with viable racial skills.

I'm curious what new ideas they may have.

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1 hour ago, VocalThought.9835 said:

I have to say, Reaper with Death Magic is more than enough minion mastering one should need. It seems like some people want to see and Army of dead zombies and skeletons, just to feel like their doing something, and if that doesn't happen, nothing happens.  

 

As far as Cryromancing, you could have all water skills if you want and stay in water attunement if you wanted.

 

I think they are done with elite specializations and I can see why. They touched about everything. With the 9 professions there's like at least 7 ways to play each one. I can see them adding more core skills or hopefully more races with viable racial skills.

I'm curious what new ideas they may have.

So, that is only one style of minion master that exist. That's a bunker MM which is the worst type of Minion master you could see. Minion masters come in so many more flavors than that such as the Bomber, Zerger, Juggernaut, or thorns. And not even close to enough for someone who loves these play styles. Honestly, Minion master is as diverse as the entire Ranger class... I mean, look at Diablo 3 or Guild Wars 1. GW1 had like 5 different types of minion builds that really distinguished themselves from each other. You had the Explosive growth Ritualist minions, the Bomber with Death Nova, the Zerger with Aura of the Lich, the Order of undeath build which was a ranged nuker minion build and each of these had some really cool unique play styles. Diablo 3 has a Zerger build on Witch Doctor with their fetish army, Juggernaut with their gargantuan, Bomber with Zombie dogs. Necromancer in Diablo 3 has the Thorns minion master build, the Singularity minion master build, the land of the dead field clear build. And all of those builds play so differently from each other too. One type of minion build that's the least interesting type of minion build is not "More than enough". Its laughably bad espcially since GW1 had so many more options. Heck, I love the Order of Undeath build in GW1. hard to set up build but its fun to use.

Cryomancer is specifically ice. We see healing magic with water which is significantly different from ice magic. Cryomancers tend to be hard hitters that slow. Typically they're lower damage than Fire or Lighting but make up for it in disruption and movement speed reduction. But Cryomancers have evolved over the years, becoming just has hard hitting as their fire counterparts. An example of this is in Elden ring. Magic that does frost build up is extremely potent.

Honestly... Healing magic isn't the same as Ice magic and Bunker minion master isn't even close to all minion masters. Most minion masters are actually absurdly frail. So frail they make Elementalists look tanky.

Edited by Lily.1935
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16 minutes ago, Lily.1935 said:

So, that is only one style of minion master that exist. That's a bunker MM which is the worst type of Minion master you could see. Minion masters come in so many more flavors than that such as the Bomber, Zerger, Juggernaut, or thorns. And not even close to enough for someone who loves these play styles. Honestly, Minion master is as diverse as the entire Ranger class... I mean, look at Diablo 3 or Guild Wars 1. GW1 had like 5 different types of minion builds that really distinguished themselves from each other. You had the Explosive growth Ritualist minions, the Bomber with Death Nova, the Zerger with Aura of the Lich, the Order of undeath build which was a ranged nuker minion build and each of these had some really cool unique play styles. Diablo 3 has a Zerger build on Witch Doctor with their fetish army, Juggernaut with their gargantuan, Bomber with Zombie dogs. Necromancer in Diablo 3 has the Thorns minion master build, the Singularity minion master build, the land of the dead field clear build. And all of those builds play so differently from each other too. One type of minion build that's the least interesting type of minion build is not "More than enough". Its laughably bad espcially since GW1 had so many more options. Heck, I love the Order of Undeath build in GW1. hard to set up build but its fun to use.

Cryomancer is specifically ice. We see healing magic with water which is significantly different from ice magic. Cryomancers tend to be hard hitters that slow. Typically they're lower damage than Fire or Lighting but make up for it in disruption and movement speed reduction. But Cryomancers have evolved over the years, becoming just has hard hitting as their fire counterparts. An example of this is in Elden ring. Magic that does frost build up is extremely potent.

Honestly... Healing magic isn't the same as Ice magic and Bunker minion master isn't even close to all minion masters. Most minion masters are actually absurdly frail. So frail they make Elementalists look tanky.

I see what you mean. I'm so glad they're not doing that. I actually like how they touch on different types of classes with out going over board on them. You can get essence, but it's not specific, and it's not so much that it get overly redundant and stuck in role that they can't do anything else. 

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1 hour ago, VocalThought.9835 said:

As far as Cryromancing, you could have all water skills if you want and stay in water attunement if you wanted.

Telling somewhat who wants a cryomancer build to just play elementalist and stay in water attunement is being outrageously stingy on multiple levels.

First, because most water attunement stuff is pretty explicitly themed around water healing with maybe a bit of ice. The only elementalist weaponset that I could view as being entirely cold-focused even if you stick to water attunement only is scepter-focus. Anything else and, I'm sorry, if you're sticking to water attunement, you're a healer. Even with scepter/focus, water attunement isn't exactly a DPS option.

Second, because so many elementalist mechanics are based around attunement swapping and triggering effects through attunement swapping, asking someone to just stay in one attunement at all times is a pretty big handicap. For this reason, outside of fresh air builds, the closest thing that can currently be achieved to a single-element build is, ironically Weaver. Why? Because you can bounce between that one element and the other elements, never completely leaving that element so you maintain any passives related to staying in that attunement, while also triggering any traits that trigger on swapping to that attunement more frequently than other specialisations would be able to.

So, theoretically, you could make a scepter/focus water weaver build as a 'cryomancer' on this basis. Water traitline, weaver traitline, appropriate traits, probably power stats, a third traitline that synergises with this (probably air or arcane, since you wouldn't want lots of fire in a cryomancer theme, and earth is generally condi-based). But would you actually, seriously, recommend that anybody play this build outside of making some semantic argument of "hey, the thing you ask for technically already exists"? I wouldn't. It's a bad build. Personally, if I came across someone who really wanted to play an ice-themed character, I'd probably point them to Reaper and suggest getting their hands on Jormag's Insight as soon as reasonably practical.

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12 hours ago, Lily.1935 said:

With our next expansion, our goal is to further augment the combat options for each profession by adding new tools to their arsenal and by lifting constraints that will unlock an unprecedented number of playstyle customization options—while keeping the feel of Guild Wars 2 combat true to its origins.

Translation:

- "Our goal is to augment the combat options for each profession by adding new tools to their arsenal": We finally got a few ideas for the missing core utility skills.

- "And by lifting constraints": Racial skills will be available in sPvP, we intend to increase the number of core utility skills available underwater.

 

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I'm convinced part of this will be new core utilities for all professions filling in the gaps that are currently missing for alot of the skill "schools" each profession has like signets and stuff. Every profession has a skill school or two that can't fill heal, 3 utility and elite slots.

That and a new traitline for each profession filling in a gap the profession has and MAYBE detaching weapon restrictions from especs.

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Elite specs were conceived as a way of adding more fun options, while constraining the number of build combinations to make balance manageable. I'm very curious to see what they will be adding for "new tools" in the future. Because if it is anything along the lines of weapons/utility skills/traits (just in a less constrained format), they will face the same problem as GW1: an exponentially increasing number of combinations with each expansion, making balance an absolute nightmare.

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7 hours ago, Lily.1935 said:

I Don't personally think the Elite specialization weapons and utility will be unlocked to the core classes and I can explain why.

 

Just to clarify, I agree with you and wasn't advocating for it! While I think they can buff the numbers on weapons and so on, unlocking the specialization utilities throughout will be harder to balance than new elite specs!

I do like the idea of them adding new utility traitlines to core professions, so that collecting Hero Points (or having some 200 spare ones) doesn't feel like a waste of time. It could be an interesting way of expanding available kits/builds, while maintaining the three previously introduced mechanics. 

 

41 minutes ago, Bakeneko.5826 said:

Don't you dare to give me hope of ele bow

I am barely holding onto hope for it myself, but if we're not getting new specializations, I think it's more likely than not. They do know hammer was not ele mains preferred weapon choice, and promoting the next expansion with new weapons for each profession will ultimately generate more excitement/interest, then just saying 'And now you have new utilities to never use because you already like your builds!'

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First of all, I think adding especs weapons to core is terrible idea...it just destroys meaning of especs, cause they are meant to "change your playstyle" and weapon is most impactful in this and it could be balance catastrophe. 

 

I'm for an idea they are adding new utility lines and there could be even one alternative no one mentioned yet...introducing new or reworking existing boons/conditions. Yea it's not sustainable, they just can't do this every exansion, but it could be a thing as it changes your combat and open doors for new build possibilities. 

 

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6 hours ago, VocalThought.9835 said:

N

I see what you mean. I'm so glad they're not doing that. I actually like how they touch on different types of classes with out going over board on them. You can get essence, but it's not specific, and it's not so much that it get overly redundant and stuck in role that they can't do anything else. 

Except Arena Net does do that... Look At mechanist for example. The mech has 3 primary builds, but they all belong to the same class of builds which is a pet build. Same concept with minions.

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6 hours ago, draxynnic.3719 said:

Telling somewhat who wants a cryomancer build to just play elementalist and stay in water attunement is being outrageously stingy on multiple levels.

First, because most water attunement stuff is pretty explicitly themed around water healing with maybe a bit of ice. The only elementalist weaponset that I could view as being entirely cold-focused even if you stick to water attunement only is scepter-focus. Anything else and, I'm sorry, if you're sticking to water attunement, you're a healer. Even with scepter/focus, water attunement isn't exactly a DPS option.

Second, because so many elementalist mechanics are based around attunement swapping and triggering effects through attunement swapping, asking someone to just stay in one attunement at all times is a pretty big handicap. For this reason, outside of fresh air builds, the closest thing that can currently be achieved to a single-element build is, ironically Weaver. Why? Because you can bounce between that one element and the other elements, never completely leaving that element so you maintain any passives related to staying in that attunement, while also triggering any traits that trigger on swapping to that attunement more frequently than other specialisations would be able to.

So, theoretically, you could make a scepter/focus water weaver build as a 'cryomancer' on this basis. Water traitline, weaver traitline, appropriate traits, probably power stats, a third traitline that synergises with this (probably air or arcane, since you wouldn't want lots of fire in a cryomancer theme, and earth is generally condi-based). But would you actually, seriously, recommend that anybody play this build outside of making some semantic argument of "hey, the thing you ask for technically already exists"? I wouldn't. It's a bad build. Personally, if I came across someone who really wanted to play an ice-themed character, I'd probably point them to Reaper and suggest getting their hands on Jormag's Insight as soon as reasonably practical.

I get it. I'm fine with things being close, while others might want perfection.  I think the biggest issue is people are wanting their characters from other games to exist in gw2, where gw2 has it's own lore, vibe, concept of what a class can do or not, and how they do it. I too am open to change and would be excited if they added more features, but I'm also excited with what they already did. The action and animation alone has me satisfied. Maybe they could add traits or weapon and armor augmentation that add effects that you're looking for, like a gem that causes water abilities to cause chill and all chill to stun or freeze; or a weapon skin that summons a bone minion with everything 3rd attack. 

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58 minutes ago, Lily.1935 said:

Except Arena Net does do that... Look At mechanist for example. The mech has 3 primary builds, but they all belong to the same class of builds which is a pet build. Same concept with minions.

But the mech is the mechanists specialization mechanic.

Necro minions are not. Well you could argue that they are the mechanic for deathmagic, but at the same time, they aren't.

Because you can easily play Necro without minions, without getting annoying, while that's not really possible for mechanist.

 

Imo. Having one horrible minion build is enough for Necro.

Unless anet either drastically improves the ai of those minions, makes them somewhat controllable or makes them like temporary summons, that you cast the skill, minion appears, does it's ability, and vanishes again. Else I wouldn't want other minion builds. If i want to play the game by afking, why bother playing? You could just watch a gameplay video.

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21 minutes ago, Nimon.7840 said:

But the mech is the mechanists specialization mechanic.

Necro minions are not. Well you could argue that they are the mechanic for deathmagic, but at the same time, they aren't.

Because you can easily play Necro without minions, without getting annoying, while that's not really possible for mechanist.

 

Imo. Having one horrible minion build is enough for Necro.

Unless anet either drastically improves the ai of those minions, makes them somewhat controllable or makes them like temporary summons, that you cast the skill, minion appears, does it's ability, and vanishes again. Else I wouldn't want other minion builds. If i want to play the game by afking, why bother playing? You could just watch a gameplay video.

Like I said, Bunker minion master, which is likely 99% if people here have experienced because at this point I don't believe any of you play other RPGs at this point, is the worst type of minion master in games. Most minion master builds are not like that, they don't play anything like that.

Don't assume someone who wants minions wants to afk. That will get you killed in most games with robust minion builds.

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@Lily.1935 my gues is ...... they will make every e-spec weapon useable even while you not use the e-specs. 

This would open more build variants plus with next Expansions they could let us use new weapons instead of complete new e-specs. This does 2 Things. Gain us a feeling of fresh new weapons. It would be not as hard to Balance out as complete new e-specs.

 

EDIT: the biggest reason why i think this will be the thing is cause they are removing all weapon unique traitlines right now. I mean i could be wrong but yea.

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38 minutes ago, Myror.7521 said:

@Lily.1935 my gues is ...... they will make every e-spec weapon useable even while you not use the e-specs. 

This would open more build variants plus with next Expansions they could let us use new weapons instead of complete new e-specs. This does 2 Things. Gain us a feeling of fresh new weapons. It would be not as hard to Balance out as complete new e-specs.

 

EDIT: the biggest reason why i think this will be the thing is cause they are removing all weapon unique traitlines right now. I mean i could be wrong but yea.

New weapons or utility I can see. Lifting restrictions on existing elite spec weapons and utility would be a core game feature, not an expansion feature and there are some serious balancing issues with it. Example being Holosmith, Bladesworn, harbinger, Druid all have skills which engage with their elite spec specific mechanic. And that's not an expansion selling feature and would be a PR nightmare.

New traits in existing specializations on the other hand is pretty nice. New weapons is even nicer. new utility is just as nice. I'd say new Traits in existing specializations and a new weapon would be perfect.

I was watching a few youtubers and they were talking about adding a new core specialization to each profession as an option. I don't think they'd do something that wild. Although the idea of getting Communing magic on necromancer with Spirits sounds great to me, how many new specializations could they possible add? Ice magic on Ele, Assassination on Thief, Experiments on Engineer? I'm already starting to stretch on that concept. Probably best to leave it be.

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@Lily.1935:  Nothimg in the press release indicates new skills, utilities or weapons. We known that making animations for new skills was one of the most expensive things to do in the game (renting the facilities for motion capture + stunts + suits, etc. were in the north of 25k $ A DAY) and that's the main reason why all the Vindi skills (weapon, legends... ) were "borrowed" from other professions (as happened with most in EoD.

   So I don't think they will add any new skills in a release schedule (yearly per pay mini-expansions) designed to save costs and milk the fanbase while last...

Edited by Buran.3796
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45 minutes ago, Lan Deathrider.5910 said:

Just give me a MH support Pistol for core warrior and I'll be happy...

Nope, you won't 😉

You've written to much stuff on warrior to be satisfied with a mere MH support Pistol on core warrior.

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4 hours ago, VocalThought.9835 said:

I get it. I'm fine with things being close, while others might want perfection.  I think the biggest issue is people are wanting their characters from other games to exist in gw2, where gw2 has it's own lore, vibe, concept of what a class can do or not, and how they do it. I too am open to change and would be excited if they added more features, but I'm also excited with what they already did. The action and animation alone has me satisfied. Maybe they could add traits or weapon and armor augmentation that add effects that you're looking for, like a gem that causes water abilities to cause chill and all chill to stun or freeze; or a weapon skin that summons a bone minion with everything 3rd attack. 

I think it's fair to say that there's a massive gulf between wanting perfection, and some guy on a forum saying that you can get what you want if only you're happy to handicap yourself by using only 25% of your profession.

Even the "ice weaver" build I outlined... is not something that's actually a thing for a reason. The recent scepter rebalance into more of a selfish DPS weapon means that water attunement is no longer automatically a DPS drop simply for attuning into it, but it's still intended more as something that you swap into, fire off a few skills, and swap out again, generally within five seconds or so. You can get decent DPS weaver builds from ducking in and out of fire or air in the way I described, because those attunements do more damage in the first place, and you're leveraging frequent triggers of Sunspot and/or Electric Discharge (y'know, the same interaction that bugged out and got Weaver disabled a few weeks ago, just happening at a rate that's measured in seconds per proc rather than in hertz). Water, even in sceptre, doesn't do that. The baseline damage is lower, and the water procs are oriented towards healing rather than damage. At best you might be able to make some janky open world solo build through leveraging the self-sustain coming out of that healing, but... fire/earth celestial weaver seems to do well enough at that.

You say "people are wanting their characters from other games to exist in gw2, where gw2 has it's own lore, vibe, concept of what a class can do or not, and how they do it" - but what about when the other game is Guild Wars 1? Those concepts should still be possible in the game's lore, vibe, and so on because it's the same lore. The problem, where elementalist is concerned, is that while, yes, attunement-swapping rather than having to choose an element is a cool and innovative idea, it has come at the cost of sacrificing the specialists, which, yes, did include the possibility of making an ice specialist in GW1 (in addition to specialists of other elements). Nowadays... there's multiple ways to make a fire-themed character, but the closest to an earth theme probably comes out of revenant, ice is basically reaper (which is naturally mixed up with death stuff), while the main source of an electricity theme apart from fresh air elementalist is engineer (but engineer doing an electricity theme only goes so far). Which is ironic given that ArenaNet loves to make element-themed weapons (including most of the gen 3 legendary variants) but in many cases it's hard to see how you could actually build a character around them.

Sure, the extra combat features might serve to introduce ways to make that happen, but "you can already do that as long as you're willing to pretend your core profession mechanic, which your profession is balanced around using, doesn't exist" - type responses aren't going to contribute to that.

(And this, incidentally, is just referring to the cryomancy and more broadly elementalist example. It's just one facet of a much broader discussion.)

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58 minutes ago, Dadnir.5038 said:

Nope, you won't 😉

You've written to much stuff on warrior to be satisfied with a mere MH support Pistol on core warrior.

😄 You're right. So much more is need, but I can do a great deal of theory crafting with a MH pistol available on Core, and thus all the especs, than I can with any other weapon sans scepter (please don't do that CMC...)

 

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I am hoping for a few things if they are done with adding in new elite spec.

I like to see the 3 eleit spec become more uniquest traited for there f1-5 effects. Such as letting ground target f skills become stay on self (or stay on self become ground targeted).

I would also like to see core classes become the 4th elite spec and to have an uniquest effect.

I would also like to see utility base traits become there own version of an elite spec effect where you can change how utility work as well in the same way as the class f1-f5.

 

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