Jump to content
  • Sign Up

Next Elite Spec Ideas.


Durzlla.6295

Recommended Posts

@"AEFA.9035" said:What are the chances of us having shield not as two handed but offhand. Then I remember my GW1 days THAT it is likely to happen. But damage has to come from pets heavily then I remember my troll build with https://wiki.guildwars.com/wiki/Enraged_Lunge. No problem for me as long I can bash someone with the shield.

If shield has two offensive skills, ok. If we get more sustain I'm going to kill a box of puppies.

Link to comment
Share on other sites

  • Replies 52
  • Created
  • Last Reply

Hammer wish list skills

  1. Warden Smash - swing your hammer apply vulnerability to foes.

    • Crude Swing - overhand swing. deals extra damage to adjacent foes.
    • Irresistible Blow - unblockable.
  2. Overbearing smash- if target foe is daze they are knocked down 2s. (HOW WE COMBO WE GOT NO DAZE?! that's where traits come in boys)

  3. Aggressive assault - rush to your foe ignores movement impaired conditions. deals impact damage on arrival.

  4. Warden's comfort- Slam hammer to the ground. Remove condition and blind foes.

  5. HOME RUN! - Launch your foe all the way to their fucking base boys! (this slot should be a CC)

Link to comment
Share on other sites

@InsaneQR.7412 said:We had a support.We had a dmg spec.Only thing missing is a control spec.

More hard CC, melee oriented, tank stuff and AoE attacks. Barrier mechanics.I personally would favor a shield with gap closing abbilities as weapon and a total new utility type would be interesting, or mantras, concecration, meditations would be an idea.

A mace or hammer could work too if they hit the flavor right.

Sounds cool enough, this is what i want to see as well, though i was hoping to see hammer...

Now you have convinced me OF shield could be a good choice too.

Link to comment
Share on other sites

You can't have hammer...asking for hammer would be unwise :-there is the pet to taker care off-the pet would make a melee aoe cc control weapon elite that much useless

Perfect idea is shield OH-ranger could gain access to wards, offensive and defensive ones and that would solve the lack of aoe problem for zerg play

  • a ward mechanic could be used to protect the pet from aoe dmg
Link to comment
Share on other sites

I think it would be kind of interesting if we had a more stealthy ranger. The tracker archetype, who sneaks up on foes, lets the pet do most of the work and supports from far away. I don't think this has been done yet, but I'm thinking of giving ranger more ways to turn invisible than just LB3 (unless I'm missing other ways). Perhaps even sneak attacks, like the thief and mirage have. Personally, I'd be hoping for either a rifle or pistol(s) for that, but who knows if that will ever come to pass, or if anyone even cares to see it.

Link to comment
Share on other sites

@"Durzlla.6295" said:So, now that we have both the "petless" ranger and the "caster" ranger, what is the next flavor of ranger everyone wants to see? I personally still want to see the ranger that marches into battle with an army of pets, but what does everyone else want to see?

You can do that as a Norn Ranger. Norns can summon additional pets for a time, like the owl and the wurm.

Link to comment
Share on other sites

@"Rognik.2579" said:I think it would be kind of interesting if we had a more stealthy ranger. The tracker archetype, who sneaks up on foes, lets the pet do most of the work and supports from far away. I don't think this has been done yet, but I'm thinking of giving ranger more ways to turn invisible than just LB3 (unless I'm missing other ways). Perhaps even sneak attacks, like the thief and mirage have. Personally, I'd be hoping for either a rifle or pistol(s) for that, but who knows if that will ever come to pass, or if anyone even cares to see it.

Sounds to me like bearbow 2.0.They could give the new elite more stealth capabbilities but another ranged weapon wouldnt have a niche it would fit in very well IMO and the "lets the pet do most of the work" sounds:First: Not very engagingSecond: Would give the E-spec a major drawback because pets are inherently flawed and need an overhaul.Third: Is already possible with the before mentioned bearbow.

Link to comment
Share on other sites

Suggestion #1

Heavy CC-oriented and Power Damage

  • New weapon: Hammer
  • New Mechanic: I'd definitely like to make use of the pet archetypes introduced with PoF, perharps some F5 skill that changes based on pet archetype
  • Some more access to stability either through a weapon skill, traits or utility skills - what could be really interesting would be a weapon skill with a stun break, a first in the entire game (I think?) of course that would mean a base CD of 20s or something
  • Would be a bit of a juggernaut-like eSpec - once you get going you get stronger
  • New Skill Type: Physical
  • The conditions would focus on non-damaging conditions - Vuln, Cripple, Weakness etc - it is a power-based spec after all

    Suggestion #2

    Condition-Management Oriented and Magical (again)

  • New weapon: Off-Hand Focus OR Main-hand Scepter
  • Would be the opposite of Scourge - instead of corrupting boons on enemies, it'd convert conditions on (self and) allies
  • Could introduce a very interesting and unique enhancement/buff - some buff that prevents boons from being corrupted when you are affected by it (Purification?)
  • The F5 could be an AoE skill that affects self and allies that changes based on pet archetype
  • Could also have some boon stealing theme, instead of corruption - can steal and share boons to self and allies and on the other side of the spectrum some interesting skill could make you and your allies apply double stack of any conditions you apply on an enemy

    Suggestion #3

    Actual Beast-Master (versatile role)

  • New weapon: Off-hand Focus
  • I know people want a petless ranger, but this one is the opposite ahaha its Double Pet Ranger
  • Mechanics: F5 is a no-cooldown 'menu swap' for the F1 to F4 commands, which allows you to control your 2 pets. Any skills and traits that affect pets would affect the pet that is currently manually controlled but the eSpec traitline would bring effects to both pets
  • New Skill Type: All the skills would have at least 2 charges and would make use of the ammo system, and would generally have interactions with the player and pet. An example would be a teleport skill that would make you swap places with your currently controlled pet, and as it is on 2 charges, you can then F5 to control the 2ndary pet and swap places with it. Heal skill could transfer some of your pet's health to you, so again, Pet 1, Heal Skill, F5, Pet 2, Heal Skill
Link to comment
Share on other sites

  • 2 weeks later...

I would like to expand on the element side of ranger. We have various elemental spirits, so I would like to use those to imbue our weapons with elemental effects. Dealing extra blunt damage, condition damage, control effect and small healing on hit. A bit of a ranger through the lens of an elementalist since AN seems to view elite specs as 2 profession interpretations now. Could use as the new F1-5 skills and replace the pet or just added on to all weapon skills on the 1-5 skill bar.

Adding on some random thoughts. to add elemental effects to the current weapons i would have skill 1 have a bonus flat damage maybe a water bolt. skill 2 cause additional fire damage, skill 3 stun on hit, skill 4 cast a short duration barrier, skill 5 small heal per hit.

weapon: off hand sword (power focused), skill 4 could be the block that revenants used to have, skill 5 can be a moving 360 spin.

utility skills could be mantras. water (aoe heal), fire (burning/blind), lightning (stun and damage), sand (barrier and stun break), life energy (regeneration, and stability aoe).

I would prolly call it a Channeler. Since it would be like borrowing the elemental powers from the spirits.

Link to comment
Share on other sites

@Khailyn.6248 said:I would like to expand on the element side of ranger. We have various elemental spirits, so I would like to use those to imbue our weapons with elemental effects. Dealing extra blunt damage, condition damage, control effect and small healing on hit. A bit of a ranger through the lens of an elementalist since AN seems to view elite specs as 2 profession interpretations now. Could use as the new F1-5 skills and replace the pet or just added on to all weapon skills on the 1-5 skill bar.

conjure weapon Ranger in GW1 has the same concept. Not sure if ANET would go back to that though.

Link to comment
Share on other sites

Warden:Weapon: Double Maces or Shield (Many would vote hammer but double mace has more combinatorial possibilities.)CC oriented, Barrier Oriented, AoE orientedUtility: Concectrations/Spirit weapons (could be sweet if they didnt mess it up)Spirit influenced skills.Mechanic Wise it would be interesting to see something entirely New.Not an additive like druid or an enhancement like Sbeast but something entirely new like scourge or Holosmith got.Something that would encorporate the new pet archetypes into the mechanic would be nice.

Link to comment
Share on other sites

@Pelto.9364 said:

@Durzlla.6295 said:the ranger that marches into battle with an army of pets, but what does everyone else want to see?

Yeah! And in WvW, the pets starts eating the downed enemy players.. Pack of wolves.

Maybe 3 pets; compare with a mesmer with 3 phantasms.

Honestly i think that would be a pretty cool idea if we can control at least 2 pets at once the F5 skill would be a blend combo pet attack or a triple attack from the first pet, second pet, and player.

Link to comment
Share on other sites

@AEFA.9035 said:

@Durzlla.6295 said:the ranger that marches into battle with an army of pets, but what does everyone else want to see?

Yeah! And in WvW, the pets starts eating the downed enemy players.. Pack of wolves.

Maybe 3 pets; compare with a mesmer with 3 phantasms.

Honestly i think that would be a pretty cool idea if we can control at least 2 pets at once the F5 skill would be a blend combo pet attack or a triple attack from the first pet, second pet, and player.

With the Hyenas you would be Legion!

Link to comment
Share on other sites

  • 1 month later...

I want the ranger to delve more into its spiritual/communion abilities with nature. We have a good variety of weapons, but only one focused on casting. I want the next spec to focus on casting nature-type spells. We have excellent melee and range. But only one option for mid to long range PvP style. The axes handle it well, but another option would complete the profession for me. My choices for the next elite spec wep would be either a scepter or a focus.

I want to see the ranger class move slightly into the elemental territory in the way the Jacaranda controls wind and electricity. Not too much that it crosses into Ele territory, but having a few skills that really embrace storms, earth manipulation such as quicksand traps, ritualistic conjuring, spirit control, and pet imbuement and enhancement. Maybe even the ability to have and control multiple pets.

Link to comment
Share on other sites

Melee spec pls (preferably hammer).

Since boon hate is the new flavour from e-specs,How about a spec that for their F5 mechanic, converts all current boons on the ranger (maybe pet aswell), into a sweet sustain/damage buff.Example

  • F5 converts all boons on the ranger into a damage and defence buff (for you and your pet)
  • Base percent at 10-15% increase in damage/decrease in damage recieved
  • Percentage scales upwards the more boons you sacrifice (max cap at 40%?)

A Master/GM trait could remove conditions on F5 activation for each boon sacrificed.An elite skill could be a stun break that grants enough boons to max the F5 (so you can banish them if your mechanic is up). I thought of this in the same vane as headbutt is used to get the most out of Berserker on warrior.Other utilities should be competing with the utilities you would already take for a frontline ranger spec. I.e. they should be as good as Signet of Stone/Renewal, "Protect Me!"Have not though of the use for hammer yet, control skills with the 4 or 5 stealing boons on interrupt?

Link to comment
Share on other sites

  • 4 months later...

@TheSwede.9512 said:I posted this in the other thread a few months back.

Probably could make it for the Northern Campaign (The "Norn" expansion) and features a different take on a Shapeshifter Espec that I tried to make distinct from the Soulbeast. Primarily Bruiser-inspired for PvP and WvW, but could probably see some use in PvE as well. Key features are Mobility, CC, Stability and personal Sustain.

@TheSwede.9512 said:Everyone and their mother have taken a swing at the shapeshifter Espec for Ranger at this point, so I might as well do it too. But how to go about it? Resource-based transformation F5? Nope, Druid did that. Gaining the skills of your Pet by merging with it? Nope, Soulbeast did that. Oh, I know! Another Dodge replace!

Ranger - Wildwalker

Theme and Role

The Wildwalker channels the raw, primal forces of nature itself, shedding the veneers of society and progress in order to transport themselves, body and soul, back to an age where primal strength ruled supreme. They are in tune with the everchanging yet unadulterated world of Tyria that preceeded them, grow besides them and will long outlive them. Their form is fleeting and as varied as the kingdom of nature itself, able to shapeshift into animals or even plantlife at will.

The Wildwalker's primary role is a Spike Damage and CC specialist that works great as a Scout or Skirmisher. When they transform into beasts, surrounding enemies and even other players won't be able to tell them from normal, ambient mobs. Furthermore, their mobility is unmatched as they weave between the forms of beast and mortal mid-combat, keeping their enemies on their toes with quick maneuvers and punishing attacks.

Mechanic: Totem and Shapeshift

The Wildwalker gains the additional Option to select a
Totem
in their Pet Management window. This Totem decides what specific animal they will transform into when they
Shapeshift
. Shapeshift is an entirely new Dodge Animation that replaces their standard dodge skill. Visually, the Wildwalker leaps into the air, their form changing as they soar through the air, taking down on the earth again on four legs instead of two (If they touch it at all). The evade window is 3/4s, slightly longer than a regular dodge.

There are 4 Totems to choose from: Grey Wolf, Panther, Black Bear or Eagle. Norn are natural exceptions and choose between Alpine Wolf, Snow Leopard, Brown Bear or Raven, but this is only a visual difference harkening back to their culture. Each totem is considered Wolf, Stalker, Bear and Bird respectively, granting different skills and pulsing buff to the player while transformed. These buffs remain for a short time after transforming back to your original form.
  • Wolf Totem
    - Gain stacks of
    Dominion
    while transformed (max 5), increasing your Damage and Critical Damage by 2% per stack. Grants +33% Movement Speed bonus while transformed.
    • Lunge
      - Leap at your Target, Knocking Down and Crippling them before Transforming back to your original form.
    • Howl
      - Howl to summon a pack of 2 wolves that absorb 33% of incoming Damage you suffer.
    • Find Tracks
      - Reveal enemies within a Large radius.
    • Rush
      - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
    • End Transformation
      - Transform back into your original form.
  • Stalker Totem
    - Gain stacks of
    Ferality
    while transformed (max 5), increasing your Critical Hit Chance and Outgoing Condition Damage by 2% per stack. Grants +33% Movement Speed Bonus while transformed.
    • Pounce
      - Pounce at your Target, Bleeding and Immobilizing them before returning to your original form. Deals additional Damage and Dazes when used from Stealth.
    • Stalk
      - Gain Stealth, Might and Fury.
    • Feline Reflexes
      - Remove Revealed and Movement-impairing Conditions from yourself.
    • Rush
      - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
    • End Transformation
      - Transform back into your original form.
  • Bear Totem
    - Gain stacks of
    Grit
    while transformed (max 5), decreasing incoming Damage and Condition Damage by 3% per stack. Grants +33% Movement Speed Bonus while transformed.
    • Charge
      - Charge your target, Launching and Weakening them with a Body blow before transforming back to your original form.
    • Staunt Spirit
      - Channel, pulsing Stability and Healing to yourself for a short time.
    • Tough Hide
      - Block all incoming attacks for 3s.
    • Rush
      - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
    • End Transformation
      - Transform back into your original form.
  • Bird Form
    - Gain stacks of
    Longevity
    while transformed (max 5), increasing Endurance Regeneration by 5% per stack. Grants +50% Movement Speed Bonus while transformed.
    • Swoop
      - Swoop down at your target, Stunning and Blinding them before transforming back to your original form.
    • Shriek
      - Sound a loud shriek, Dazing nearby enemies.
    • Flight
      - Fly high into the Sky and head for the target Area, evading all Attacks. Acts as a Teleport skill.
    • Rush
      - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
    • End Transformation
      - Transform back into your original form.

As evident, these forms aren't designed for Combat but rather for Mobility, in order to engage or disengage enemies constantly during combat. Several traits in the Specialization line works to grant buffs and boons to the Wildwalker for Shapeshifting often in combat. The player needs to keep in mind that evading attacks will transform them and use that opportunity to punish their opponents with their new skills, as most engagement skills (1st Weapon Skill) carries a CC component with it.

Weapon: Hammer

The Hammer symbolizes everything it takes to stand at the very apex of a primal world: Strength, ferocity and a hardened foundation. It's a powerful CC-based Weapon with both Spike and sustained damage melded into its kit. With a heavy focus on AoE attacks, it makes a a great weapon for fending off multiple opponents and keeping them pinned down.
  • Feral Swing
    - Swing your Hammer with massive force, Damaging enemies in front of you and gaining Might for each target struck.
    • Primal Dominion
      - Swing your Hammer again, gaining more Might for each enemy struck.
    • Monarch's Deliverance
      - Swing your hammer downwards, sending out a Shockwave that pierces through enemies. Your Pet's next attack will cause an AoE burst of Damage around its target.
  • Apex Stride
    - Quickly pounce across a large area at your target, Blocking Attacks while Leaping and Crippling enemies on impact. If an Attack is Blocked, this skill becomes Unblockable. Acts as a Leap Finisher.
  • Boulder Toss
    - Launch a boulder at your target with a vicious uppercut, Dazing them on Impact. Acts as a Projectile Finisher.
  • Primal Eruption
    - Smash down and sunder the earth with a mighty blow, Crippling nearby enemies. After a short delay, Magma erupts at the target area and Launches enemies still within, leaving behind a Burning Firefield.
  • Devastate
    - Leap into the air and Hurl your Hammer down below you, creating a massive Shockwave that Knocks Down all nearby enemies and grants Stability to allies. Acts as Blast Finishers.

Utility Skills: Meditations

Wildwalker Meditations are transformation skills with a twist. They’re instant or night-instant effects that temporarily transform them into different plants and animals for a single ability, before transforming back into their original form. These meditations are offensive in nature and many carry a CC component, their primary use being to overwhelm enemies and leave them vulnerable for follow-up attacks, but there are also a few defensive ones designed to evade incoming attacks.
  • Spring Zephyr
    - Healing Skill. Merge with the wind, scattering yourself into verdant petals that blow past allies and enemies. Evades all damage as you retreat backwards, Healing yourself and Cleansing Movement-inhibiting Conditions from Allies you pass through, before reforming at your new position.
  • Overgrowth
    - Burrow into the ground, evading attacks and transforming into a cluster of Thorny vines that Strike out in all directions at the target Area. Enemies within stack Bleeding, Torment and Cripple. Acts as a Blast Finisher.
  • Arachnophobia
    - Transform into a Large Spider and lunge at your target, Knocking them Down and Poisoning them, creating a webbed Area on impact that Immobilizes enemies around the target.
  • Wild Stampede
    - Transform into a Dolyak and Charge forwards, gaining Stability and Launching enemies in your way. Wreak up a Dust cloud as your rush forwards, Blinding enemies behind you.
  • Feather of the Flock
    - Break Stun, transforming into a flock of birds that scatter in all directions, evading attacks. Converge at the target area, transforming back and removing Conditions from yourself.
  • Wyvernheart
    - Elite Skill. Transform into a Wyvern and take Flight, evading attacks and Breathing Flames that scorch into the ground to Burn, Daze and Cripple enemies within. Acts as a Firefield. Hits up to 10 enemies.

Specialization Line
  • Minor Adept: Primal Power
    - Replaces your Dodge ability with Shapeshift, grants access to Totems and Meditation Skills.
    • Apex Predator
      - Gain Stability (1 stack, 5s) when you have Unique Boons over the Threshold. Threshold: 5. ICD: 10s.
    • Bestial Aspect
      - Grant Boons to yourself and nearby allies when you Shapeshift, depending on which Totem you've chosen. Wolf Totem - Might; Stalker Totem - Fury; Bear Totem - Stability; Bird Totem - Vigor. Radius: 300. ICD: 10s.
    • Dizzying Ambush
      - Your Pet's first attack in Combat Dazes (1 1/2s) its target. This ability resets on Pet Swap.
  • Minor Master: Vagrant Soul
    - Your Pet now shares in the pulsing Buffs and Movement Speed bonuses you gain while Shapeshifted.
    • Indomitable Hunter
      - Damage increases by 10% while you have Stability. Stability you apply lasts 33% longer.
    • Pinnacle of Survival
      - Gain a Barrier whenever you Shapeshift.
    • Savage Law
      - Disabling an enemy grants you Fury (3s). Hammer Skills recharge 20% Faster. ICD: 10s.
  • Minor Grandmaster: Inherited Will
    - Gain increased Attributed depending on your chosen totem. Wolf Totem - 200 Power; Stalker Totem - 200 Precision; Bear Totem - 200 Vitality; Bird Totem - 225 Concentration.
    • Survival of the Fittest
      - Gain a Barrier when you apply Stability to yourself or it is Stripped from you.
    • Untrodden Paths
      - While Shapeshifted to Animal Form, the duration of incoming Conditions is reduced and incoming Movement-inhibiting Conditions are greatly reduced. Condition Duration Reduction: 33%. Movement-inhibiting Conditions Reduction: 100%.
    • Primordial Rage
      - Burning you apply now scales with Power instead of Condition Damage, but to a lesser extent. Increases Burning Duration by 20%.

This is an amazing concept for a Ranger Elite Spec! Although I would love a more combat oriented shapeshifting spec, I doubt that is feasible. This is a fantastic middle ground! This would be sooo much fun to play! Please, ANet, PLEASE!

Link to comment
Share on other sites

@""TheSwede.9512"@""Draeyon.4392"Personally i think we already got the melt with your pet thing although soulbeast needs some changes.Another approach would be to give the pet a shapeshift of some sort.

What i want is that the pet changes completely into a totem of some sort by pressing F4, that has a pulsing dmg affect depending on pet AA and other skills depending on archetype and family.

The F1 is positioning of the totem.The petswap is sacrificed for the totem transform and you only have 1 pet.Its a good tradeoff IMO. And you can swap the pet in and out depending of the utility of the F2.What is required to make this a fantastic E-spec is a complete rework on the pet utilities to give them more synergies and purpose.

Link to comment
Share on other sites

@Lujuanji.7284 said:

@TheSwede.9512 said:I posted this in the other thread a few months back.

Probably could make it for the Northern Campaign (The "Norn" expansion) and features a different take on a Shapeshifter Espec that I tried to make distinct from the Soulbeast. Primarily Bruiser-inspired for PvP and WvW, but could probably see some use in PvE as well. Key features are Mobility, CC, Stability and personal Sustain.

@TheSwede.9512 said:Everyone and their mother have taken a swing at the shapeshifter Espec for Ranger at this point, so I might as well do it too. But how to go about it? Resource-based transformation F5? Nope, Druid did that. Gaining the skills of your Pet by merging with it? Nope, Soulbeast did that. Oh, I know! Another Dodge replace!

Ranger - Wildwalker

Theme and Role

The Wildwalker channels the raw, primal forces of nature itself, shedding the veneers of society and progress in order to transport themselves, body and soul, back to an age where primal strength ruled supreme. They are in tune with the everchanging yet unadulterated world of Tyria that preceeded them, grow besides them and will long outlive them. Their form is fleeting and as varied as the kingdom of nature itself, able to shapeshift into animals or even plantlife at will.

The Wildwalker's primary role is a Spike Damage and CC specialist that works great as a Scout or Skirmisher. When they transform into beasts, surrounding enemies and even other players won't be able to tell them from normal, ambient mobs. Furthermore, their mobility is unmatched as they weave between the forms of beast and mortal mid-combat, keeping their enemies on their toes with quick maneuvers and punishing attacks.

Mechanic: Totem and Shapeshift

The Wildwalker gains the additional Option to select a
Totem
in their Pet Management window. This Totem decides what specific animal they will transform into when they
Shapeshift
. Shapeshift is an entirely new Dodge Animation that replaces their standard dodge skill. Visually, the Wildwalker leaps into the air, their form changing as they soar through the air, taking down on the earth again on four legs instead of two (If they touch it at all). The evade window is 3/4s, slightly longer than a regular dodge.

There are 4 Totems to choose from: Grey Wolf, Panther, Black Bear or Eagle. Norn are natural exceptions and choose between Alpine Wolf, Snow Leopard, Brown Bear or Raven, but this is only a visual difference harkening back to their culture. Each totem is considered Wolf, Stalker, Bear and Bird respectively, granting different skills and pulsing buff to the player while transformed. These buffs remain for a short time after transforming back to your original form.
  • Wolf Totem
    - Gain stacks of
    Dominion
    while transformed (max 5), increasing your Damage and Critical Damage by 2% per stack. Grants +33% Movement Speed bonus while transformed.
    • Lunge
      - Leap at your Target, Knocking Down and Crippling them before Transforming back to your original form.
    • Howl
      - Howl to summon a pack of 2 wolves that absorb 33% of incoming Damage you suffer.
    • Find Tracks
      - Reveal enemies within a Large radius.
    • Rush
      - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
    • End Transformation
      - Transform back into your original form.
  • Stalker Totem
    - Gain stacks of
    Ferality
    while transformed (max 5), increasing your Critical Hit Chance and Outgoing Condition Damage by 2% per stack. Grants +33% Movement Speed Bonus while transformed.
    • Pounce
      - Pounce at your Target, Bleeding and Immobilizing them before returning to your original form. Deals additional Damage and Dazes when used from Stealth.
    • Stalk
      - Gain Stealth, Might and Fury.
    • Feline Reflexes
      - Remove Revealed and Movement-impairing Conditions from yourself.
    • Rush
      - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
    • End Transformation
      - Transform back into your original form.
  • Bear Totem
    - Gain stacks of
    Grit
    while transformed (max 5), decreasing incoming Damage and Condition Damage by 3% per stack. Grants +33% Movement Speed Bonus while transformed.
    • Charge
      - Charge your target, Launching and Weakening them with a Body blow before transforming back to your original form.
    • Staunt Spirit
      - Channel, pulsing Stability and Healing to yourself for a short time.
    • Tough Hide
      - Block all incoming attacks for 3s.
    • Rush
      - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
    • End Transformation
      - Transform back into your original form.
  • Bird Form
    - Gain stacks of
    Longevity
    while transformed (max 5), increasing Endurance Regeneration by 5% per stack. Grants +50% Movement Speed Bonus while transformed.
    • Swoop
      - Swoop down at your target, Stunning and Blinding them before transforming back to your original form.
    • Shriek
      - Sound a loud shriek, Dazing nearby enemies.
    • Flight
      - Fly high into the Sky and head for the target Area, evading all Attacks. Acts as a Teleport skill.
    • Rush
      - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
    • End Transformation
      - Transform back into your original form.

As evident, these forms aren't designed for Combat but rather for Mobility, in order to engage or disengage enemies constantly during combat. Several traits in the Specialization line works to grant buffs and boons to the Wildwalker for Shapeshifting often in combat. The player needs to keep in mind that evading attacks will transform them and use that opportunity to punish their opponents with their new skills, as most engagement skills (1st Weapon Skill) carries a CC component with it.

Weapon: Hammer

The Hammer symbolizes everything it takes to stand at the very apex of a primal world: Strength, ferocity and a hardened foundation. It's a powerful CC-based Weapon with both Spike and sustained damage melded into its kit. With a heavy focus on AoE attacks, it makes a a great weapon for fending off multiple opponents and keeping them pinned down.
  • Feral Swing
    - Swing your Hammer with massive force, Damaging enemies in front of you and gaining Might for each target struck.
    • Primal Dominion
      - Swing your Hammer again, gaining more Might for each enemy struck.
    • Monarch's Deliverance
      - Swing your hammer downwards, sending out a Shockwave that pierces through enemies. Your Pet's next attack will cause an AoE burst of Damage around its target.
  • Apex Stride
    - Quickly pounce across a large area at your target, Blocking Attacks while Leaping and Crippling enemies on impact. If an Attack is Blocked, this skill becomes Unblockable. Acts as a Leap Finisher.
  • Boulder Toss
    - Launch a boulder at your target with a vicious uppercut, Dazing them on Impact. Acts as a Projectile Finisher.
  • Primal Eruption
    - Smash down and sunder the earth with a mighty blow, Crippling nearby enemies. After a short delay, Magma erupts at the target area and Launches enemies still within, leaving behind a Burning Firefield.
  • Devastate
    - Leap into the air and Hurl your Hammer down below you, creating a massive Shockwave that Knocks Down all nearby enemies and grants Stability to allies. Acts as Blast Finishers.

Utility Skills: Meditations

Wildwalker Meditations are transformation skills with a twist. They’re instant or night-instant effects that temporarily transform them into different plants and animals for a single ability, before transforming back into their original form. These meditations are offensive in nature and many carry a CC component, their primary use being to overwhelm enemies and leave them vulnerable for follow-up attacks, but there are also a few defensive ones designed to evade incoming attacks.
  • Spring Zephyr
    - Healing Skill. Merge with the wind, scattering yourself into verdant petals that blow past allies and enemies. Evades all damage as you retreat backwards, Healing yourself and Cleansing Movement-inhibiting Conditions from Allies you pass through, before reforming at your new position.
  • Overgrowth
    - Burrow into the ground, evading attacks and transforming into a cluster of Thorny vines that Strike out in all directions at the target Area. Enemies within stack Bleeding, Torment and Cripple. Acts as a Blast Finisher.
  • Arachnophobia
    - Transform into a Large Spider and lunge at your target, Knocking them Down and Poisoning them, creating a webbed Area on impact that Immobilizes enemies around the target.
  • Wild Stampede
    - Transform into a Dolyak and Charge forwards, gaining Stability and Launching enemies in your way. Wreak up a Dust cloud as your rush forwards, Blinding enemies behind you.
  • Feather of the Flock
    - Break Stun, transforming into a flock of birds that scatter in all directions, evading attacks. Converge at the target area, transforming back and removing Conditions from yourself.
  • Wyvernheart
    - Elite Skill. Transform into a Wyvern and take Flight, evading attacks and Breathing Flames that scorch into the ground to Burn, Daze and Cripple enemies within. Acts as a Firefield. Hits up to 10 enemies.

Specialization Line
  • Minor Adept: Primal Power
    - Replaces your Dodge ability with Shapeshift, grants access to Totems and Meditation Skills.
    • Apex Predator
      - Gain Stability (1 stack, 5s) when you have Unique Boons over the Threshold. Threshold: 5. ICD: 10s.
    • Bestial Aspect
      - Grant Boons to yourself and nearby allies when you Shapeshift, depending on which Totem you've chosen. Wolf Totem - Might; Stalker Totem - Fury; Bear Totem - Stability; Bird Totem - Vigor. Radius: 300. ICD: 10s.
    • Dizzying Ambush
      - Your Pet's first attack in Combat Dazes (1 1/2s) its target. This ability resets on Pet Swap.
  • Minor Master: Vagrant Soul
    - Your Pet now shares in the pulsing Buffs and Movement Speed bonuses you gain while Shapeshifted.
    • Indomitable Hunter
      - Damage increases by 10% while you have Stability. Stability you apply lasts 33% longer.
    • Pinnacle of Survival
      - Gain a Barrier whenever you Shapeshift.
    • Savage Law
      - Disabling an enemy grants you Fury (3s). Hammer Skills recharge 20% Faster. ICD: 10s.
  • Minor Grandmaster: Inherited Will
    - Gain increased Attributed depending on your chosen totem. Wolf Totem - 200 Power; Stalker Totem - 200 Precision; Bear Totem - 200 Vitality; Bird Totem - 225 Concentration.
    • Survival of the Fittest
      - Gain a Barrier when you apply Stability to yourself or it is Stripped from you.
    • Untrodden Paths
      - While Shapeshifted to Animal Form, the duration of incoming Conditions is reduced and incoming Movement-inhibiting Conditions are greatly reduced. Condition Duration Reduction: 33%. Movement-inhibiting Conditions Reduction: 100%.
    • Primordial Rage
      - Burning you apply now scales with Power instead of Condition Damage, but to a lesser extent. Increases Burning Duration by 20%.

This is an amazing concept for a Ranger Elite Spec! Although I would love a more combat oriented shapeshifting spec, I doubt that is feasible. This is a fantastic middle ground! This would be sooo much fun to play! Please, ANet, PLEASE!

i think we already got something similar...the nature spirit allies...spirit of water, lightning,stone,sun and naturethese guys give boons... offensive and defensive so...

expecting them to pulse CC is, well idk sounds more like a necro...

Link to comment
Share on other sites

Maybe ability to call forth the spirits of the wild to combat with us... like pets but we shouldn't control them... and not like spirit allies, dont like them to be stationary... more like necro minions but only one spirit of the wild is allowed at a time... calling another wild spirit would send the existing spirit back to slot... once a spirit is summoned, spirit summoning goes to CD...

Wolf spirit will have strength in numbers(meaning, more allies we have in a radius of , say... 800 radius, everyone's attack percentage increases... like Fenris Wolf-Brood in Age of mythology)(allies morale gets boosted upon knowing that they have numbers to their advantage and they gain might and ferocity) B)Raven (increases crit chance of allies when enemies are outnumbered in a battle... ie allies pass on raven's intelligence to each other while fighting and finding enemies weakspots thus increasing crit chance of all allies in a particular radius around the raven wild spirit) ;) raven's intelligence also reduces cooldowns for weapon swaps and skill usage... but not the internal cooldowns or the sigil/rune skills cooldownsBear (the total armor of allies addup in a radius of the bear spirit and reduces incoming damage for all allies in that radius... kinda like spartan dome shield)Snow leopard (applies perma chill <3 in the radius of the wild spirit and increases enemy CD times(ppl who spam skills will cry) and reduces movement speed of enemies... the chill duration and percentage should be based on how many enemies got killed in the radius of the wild spirit so enemies got scared and chilled to their spinal bones and walking became tougher for them.. we can increase the radius for this spirit... lets keep it 1500)Owl (idk... u guys imagine)Wolverine (inflicts bleeding based on number of allies in the radius)Ox (stability based on number of allies in radius... imagine a herd of ox... :p or a group of rhinos)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...