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Which new weapons do you want for your favorite classes in Expansion #5?


Novah.2510

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Which new weapons do you want for your favorite classes in Expansion #5?
This is just for fun☺️
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For me:
1 - Elementalist - 🏹 Longbow or Shortbow with 1200+ range
(Been hoping for a permanent bow on Ele since the beginning! There's plenty of melee and mid-range, but I would love to finally have something far-range that is more damage-focused than the staff. Even if there is some trade-off to the skills so it's not too OP. Another idea could be like an arcane power bow that only has 5 skills, but each attunement gives the skills different effects!)

2 - Mesmer - ⚒️ Mace or Hammer for dedicated melee range 
(I would love a weapon that does a smashing/shattering type of action instead of the usual elegant/dainty type of weapon Mesmer's always get. And definitely something with AOE melee because Mesmer has so few melee weapons and plenty of ranged weps. Imagine shattering the illusions into shards that strike/bleed nearby targets!)

Edited by Novah.2510
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Some ideas of what I'd like to see plus some suggested class names just for fun (I know we aren't getting anymore elites but it was fun for me)

 

Engineer- axe (craftsman)

Ranger- rifle (huntsman]

Theif - torch (saboteur)

Mesmer- mh pistol or hammer (marksman/forger)

Necromancer- shortbow or longbow (fowler)

Elementist- greatsword (constituent)

Warrior- focus (taction)

Guardian- warhorn (motivator)

Revenant- dagger (conjurer)

Edited by Dibit.6259
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Warrior: 900 range right-handed sceptre that gets thrown like a javelin

Guardian: 900 range thrown daggers, power damage

Elementalist: 1500 range longbow

Ranger: left-handed sword that uses the abilities the right-handed sword had before its dework

Thief: left-handed sword

Revenant: 1500 range longbow

Engineer: melee staff, maybe a bit like the electrostaves in Star Wars

Mesmer: left-handed dagger

Necromancer: left-handed pistol

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I wouldnt mind off hand dagger for Mesmer. An Illusion based archery (either SB or LB) could be very cool as well.

That is pretty much it. Honestly I dont really need more weapons just for the sake of having them. At this point it seems as if ANet is really reaching when it comes to new weapons, in terms of actually adding to the profession. Most of the recent additions feel more like designers were instructed to throw something together rather than having an inspiration for expansion of game play.

Perhaps some work on utilities or something (elites skills?) nstead next time? I think that there is more room there.

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Warrior: A "two-handed" main hand pistol that takes up all skills on skill bar and is held with the "cup and saucer" gun grip, which will make commando spec and would also go well with rifle.

Engineer: Greatsword they can surf on.

Elementalist: If I could literally pick anything, I'd give them magic playing cards and the cards act like Gambit's powers from X-men. Realistically, I'd give them longbow for magic archer.

Ranger: Double focus so that they can get wolverine claws and act like a "jungler" like the role in MOBAs.

Thief: Off-hand sword and it would be cool if they gave thief shadow clone skills, not overpowered but reasonable shadow clone skills. And the clones will have to be, if not more, obvious than mesmer clones to not make their opponents rage trying to find them in stealth and among their clones.

Mesmer: Hammer

Necro: I don't know what weapon but definitely make them into vampires and have bat effects like mesmer butterfly effects.

 

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Medium:

Ranger: Mainhand (or main- and offhand) pistol or offhand sword (Yes, i know anet doesn't want firearms for rangers, but I would still love to see pistol on ranger). Tho I'd choose a Mainhand over offhand to get new unleashed ambush skills for untamed.

Engi: Mainhand and offhand axe (so engi finally gets a proper offhand thats not pistol) with mainhand having the focus on condi and offhand being a hybrid of both power and condi. 

Light:

Mesmer: Hammer or maces (power based with cc and defensive skills like healing, barrier or other stuff. Somewhat like ranger maces).

Ele: Longbow or Rifle (without a clunky mechanic tied to it like pistol or hammer have, please, dont make that next time).

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Elementalist: Longbow -> Skills #2-5 got no CD but need "arcane arrows" as a ressource that are created by switching attunment.

Engineer: Off-Hand dagger -> Skill #5 allow you to "merge" the off hand dagger with the main hand, changing the skill effects of the main hand weapon (On pistol it will become a bayonette and give you melee focused skills, It will transform mace into a throwing axe and for sword... well... it's up to your imagination)

Guardian: Warhorn -> This weapon should focus on light aura, granting it and "transmuting" it.

Mesmer: Main-Hand pistol -> This weapon would have a different skill#3 for each off-hand equiped (Just taking a bit of the thief's tools for the sake of adding some new flavor)

Necromancer: Shield -> The skills would be similar to elementalist's elite skill Glyph of elementals and Glyph of lesser elementals. (That would create a whole new brand of minion master for necromancer.)

Ranger: Focus -> Skill#5 would summon.

Revenant: Rifle -> A rifle with a skill#5 as an upkeep that would generate a bayonette at the tip of the riffle and change skill #1-4 into melee skills.

Thief: Torch -> This off hand would have a set of dual skills (skill#3) that would create an ashen clone to fight alongside the character for a set duration (you get a flip skill to shatter this clone). Skill 4 and 5 would focus on blinding and revealing foes (Ashen clones could inately inflict burn on hit to revealed foes...)

Warrior: I like Fueki's idea of a scepter thrown like a javeline. For the sake of making the most out of the idea, I'd give the explosion effect to the skills #1-3 and have the burst and primal burst would add effects based on the off-hand equiped (I'm mainly thinking of ranged version of the burst and primal burst for the weapons that can be wielded with both hands. For example, with mace off hand, the burst would stun while the primal burst would daze and apply various conditions, with sword the burst would apply bleed stacks while the primal burst would burn. For the other weapons, I can envision pistol associated burst and primal burst to recharge/refound pistol's ammo, Shield could offer unblockable burst/primal burst, Warhorn could be associated to a burst/primal burst that push back/knock down foes and torch could leave a damaging fire field at it's point of impact)

Edited by Dadnir.5038
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Elementalist - Shortbow - Arcanist

Guardian - Warhorn - Bard/Harper

Mesmer - Longbow - Planewalker

Revenant - Dual Pistols - Deliverer

Necromancer - Hammer - Abomination

Warrior - Focus - Kinetic Knight

Ranger - Scepter - Feyspeaker

Thief - Warhorn or Torch - Pirate/Saboteur/Arsonist

Engineer - Dagger - Chirurgeon/Surgeon

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Warrior: Horn main hand for WARCRIER. 
Guardian: Shield main hand for BASTION.
Revenant: Scepter off hand for DESTROYER.
Engineer: Focus main hand for ENLIGHTENED.
Thief:  Sword off hand for BLADEDANCER.
Ranger: Torch main hand for WILDFIRE.
Elementalist: Focus main hand for SORCERER.
Mesmer: Focus main hand for MINDBREAKER.
Necromancer: Torch main hand for HELLFIRE.

Get rid of the concept of off-hands.
All classes should have at least 3 new elite specializations making all viable to all weapons in all 5 weapon skills. 

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On 4/18/2024 at 10:22 PM, Dibit.6259 said:

Some ideas of what I'd like to see plus some suggested class names just for fun (I know we aren't getting anymore elites but it was fun for me.)

There was an interview or article where they specifically said that elite specialisations weren't off the table. The GW3 news does provide reason for extra scepticism, but currently there is still potential for another round at some point. They just didn't want to commit to a new round every year.

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Any prof  allowed to use main hand pistol should get an offhand pistol too, because dual pistols are cool. 

For necromancer I would like to see a ghost/spirit/possession theme spec.  No new weapons but go out and enslave the spirits of enemies you defeat to create a stable of pets similar to ranger. Shroud would become "possessed" and  give slightly  different  abilities based which spirit you summoned. This should give a spec capable of supporting different styles (tank, support, heal, power dps, condi dps, etc...)

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16 minutes ago, Tinker.6924 said:

Any prof  allowed to use main hand pistol should get an offhand pistol too, because dual pistols are cool. 

For necromancer I would like to see a ghost/spirit/possession theme spec.  No new weapons but go out and enslave the spirits of enemies you defeat to create a stable of pets similar to ranger. Shroud would become "possessed" and  give slightly  different  abilities based which spirit you summoned. This should give a spec capable of supporting different styles (tank, support, heal, power dps, condi dps, etc...)

Might be instead a new elite spec where they can dig deeper in such theme 😉

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