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[End of Dragons] Ideas for 9 new Canthan elite specializations


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Few new elite specialization ideas for the Canthan expansion, with no new weapon types involved:


Elementalist: Skyfire

  • Gain Elemental Enchantments and Weapon Swap instead of Elemental Attunements. Every time you use an individual weapon skill, it will automatically swap itself to the next element, using the cooldown of the previous skill. Use an elemental enchantment to refresh those cooldowns and force all your weapon skills to channel the same element at once. By default, the order followed by the automatic swap sequence is fire, water, wind, earth, and then fire again. This order can be customized through traits. Glyphs and traits relying on active attunements will use the active element of the fifth weapon skill as the reference instead.
  • You can wield the Longbow weapon in combat. All five longbow skills work as chain skills, giving them good synergy with the elemental enchantments mechanic.
  • Gain access to Mantra slot skills. Just like weapon skills, mantras gain different effects depending on their active element, which swaps automatically with every use.

Mesmer: Trickster

  • Gain Spectres instead of Clones. Spectres are weaker than clones, but replicate themselves on destruction, reducing their size and power. A normal spectre will spawn two medium spectres, a medium spectre will spawn two small spectres, and a small spectre won't replicate any further. Shatter skills affect all spectres no matter their size, adjusting their strength to the size of each shattered spectre.
  • You can wield the Shortbow weapon in combat. All five shortbow skills work as channeled skills, employing multiple consecutive projectiles at once. Each of these projectiles is weaker individually, but their combined effect has the same strength as any common ranged weapon. When all the projectiles hit their target, the strength of the combined effects double.
  • Gain access to Shout slot skills. Shout effects are divided in three phases, each triggered by one of the three spectre sizes. The first phase is triggered by the mesmer and normal spectres, the second by medium spectres, and the third by small spectres. Completing the three phases will unlock an additional fourth effect, triggered by all spectres at once. Shouts are inspired by Canthan poetry, each phase covering one out of four verses.

Necromancer: Apothecary

  • Gain Plague Bomb, Toxic Pollen, Afflicted Miasma, Scarab Spore, and Plague Shroud instead of Death Shroud. Plague Bomb throws an explosive to the target area. Toxic Pollen, Afflicted Miasma, and Scarab Spore work as enchancements for your bombs. Activate and combine them to modify the effects of your plague bomb, leading to a total of eight possible combinations. Plague Shroud turns the necromancer into a walking combo field. All plague skills consume life force.
  • You can wield the Pistol weapons in combat. Pistol skills gain additional effects depending on the active plague enhancements.
  • Gain access to Elixir slot skills. Elixirs work as ammunition skills, consume their charges sparingly to gain various passive effects, or consume them all at once to induce a frontal area of effect vomit attack.

Engineer: Dreadnought

  • Gain Dreadnought Suit instead of tool belt skill five. Activate the Dreadnought Suit to drive your own combat armor, gaining alternate tool belt skills. Any engineering kits you wield during the transformation will gain alternate weapon skills as well.
  • You can wield the Mace weapons in combat. Mace skills are inspired by the core engineer Tool Kit utility skill, which has been removed and replaced by a new gadget elite skill. Additionally, maces are not exclusive for the dreadnought elite specialization, and once unlocked can be used by the core profession and any other elite specializations as well.
  • Gain access to one new healing engineering kit, one new utility gadget, one new utility elixir, one new utility engineering kit, one new utility turret, and one new elite engineering kit. These new slot skills are exclusive for the dreadnought elite specialization.

Ranger: Bulwark

  • Gain Pet Focus instead of Pet Swap. Both pets are deployed in combat simultaneously, pet focus letting you command the beast skills of one pet at a time.
  • You can wield the Shield weapon in combat. The fifth weapon skill turns defensive mode on and off, reducing your movement speed in exchange of alternate weapon skills. This affects the fourth shield skill, as well as all three skills from main-hand axe, main-hand spear, and main-hand sword.
  • Gain access to Venom slot skills. Venom effects are applied to the ranger, both pets, and up to four other nearby allies. Once used against a target enemy, their negative effects stack, increasing their strength the more hits the target receives.
  • Find and tame Juvenile Crab, Juvenile Eel, and Juvenile Phoenix pets during your journey across Cantha.

Thief: Shadowblade

  • Gain Shadow Blade and Shadow Strike instead of Steal. Shadow Blade summons an exact copy of the thief, with half the attributes and health. This shadow blade companion will follow the thief for ten seconds, mimicking all of his actions within a delay of two seconds. Shadow Strike commands the companion to shadowstep to the target foe and gain a stolen skill.
  • You can wield the Greatsword weapon in combat. The first weapon skill has five chain steps instead of the usual three. Weapon skills two to five gain stronger effects the further the chain progresses, and will not interrupt it when used. Successful hits by the shadow blade will count as a step forward for any chains on progress, greatsword or not.
  • Gain access to Stance slot skills. Stance effects are applied simultaneously to both the thief and the shadow blade.

Guardian: Spiritcaller

  • Gain Virtue Attunement instead of Virtue Activation, Just was Xun Rao instead of Virtue of Justice, Resolute was Reiko instead of Virtue of Resolve, and Courageous was Ashu instead of Virtue of Courage. Attune to a virtue to strengthen its passive effect, disabling the effects of the other two virtues in the process.
  • You can wield the Warhorn weapon in combat. The warhorn gains alternate weapon skills depending on the active attunement.
  • Gain access to Spirit slot skills. Just like warhorn skills, spirits gain different effects depending on the active attunement.

Revenant: Windwalker

  • Gain Wind Walk instead of dodge rolling. Hold the dodge key to dash instead of dodging, dash distance increasing the longer you hold down.
  • You can wield the Greatsword weapon in combat. Weapon skills two to five work as charge skills, gaining stronger effects the longer you hold down. Wind Walk does not cancel charge skills, giving it good synergy with greatsword skills.
  • Invoke the power of the legendary tengu windwalker, Tsuru Whitewing, and gain access to Legendary Windwalker slot skills. All five windwalker skills depict famous tengu paintings, representing different events across tengu history. Skills six to nine represent how each of the four tengu houses came to be, in turn inspired by the four winds. The elite skill, "The Great Wave off Shing Jea", represents the Great Tsunami itself, and the culmination of the tengu journey.

Warrior: Thunderlord

  • Gain Thunder Bell instead of Burst weapon levels 2 and 3. Thunder Bell summons a mystical cannon bundle, which can alternate between ranged and melee modes through weapon swap. Carry it on your left shoulder to fire thunderbolts against your enemies, or use both hands to wield it as a blunt weapon and crush them at close combat. Thunder Bell is considered a level 2 burst skill, and once activated, both the ranged and melee versions will replace the previous weapon bursts with their own level 3 burst skills.
  • You can wield the Staff weapon in combat. Weapon skills two to five work as sequence skills, unlocking additional skills on successful hits.
  • Gain access to Preparation slot skills. Preparations gain stronger effects depending on individual adrenaline thresholds.

Some lore tidbits, for those interested:

 

  • Elementalist - Skyfire: Ancient naga battlemages, brought back from the dead as the frozen waters of the Jade Sea brim with life once again. Horrorized at the woes of the modern world, they gather the Luxon clans and the kappa tribes for war.
  • Mesmer - Trickster: Members of the Jade Sisterhood, they run the brothels, casinos, and theatres of Kaineng City. They specialize on blackmail, bribery, and deception. Their influence seeps deep into the Canthan aristocracy, making them impervious to the law.
  • Necromancer - Apothecary: Cultists of the Am Fah, self-proclaimed freedom fighters for the lower classes and lesser races of the empire. They will stop at nothing to overthrow the emperor, resorting to biological terrorism if necessary. After all, they can always blame the Celestial Ministry.
  • Engineer - Dreadnought: The noble men and women who drive the war machines of the empire, their combat armors admired and feared by allies and enemies alike. Rumor says their cannons are powered by the spirits of ancient deities, imprisoned by the dark sorcerers of the empire.
  • Ranger - Bulwark: Elusive beastmasters of the sidhe race, renown wardens of the Echovald Forest. Driven crazy after the Jade Wind, few survived to regain their sanity. As the Kurzick rebels and their dredge allies expand carelessly across the forest, conflict will once again be inevitable.
  • Thief - Shadowblade: Assassins of the Obsidian Flame, gone rogue after the guild was disbanded by the Celestial Ministry. They wage a secret war against the empire's corruption, supported from the inside by the remaining loyalist factions. Their numbers are thin, but their resolve unshakeable.
  • Guardian - Spiritcaller: Forefront of the Celestial Ministry, guardians of tradition, followers of the old ways, and the last remaining ritualists of Cantha. Mouthpieces for the imperial propaganda, they channel the echoes of the fallen heroes of the empire, binding the spirits of criminals to their service.
  • Revenant - Windwalker: Elite tengu bodyguards and executioners, they pay for the crimes of their Sensali ancestors with lifetime service and utmost devotion to the human imperial throne, deeming their brothers beyond the sea as nothing but despicable traitors.
  • Warrior - Thunderlord: Warrior monks of the Sai Ling Order, they commune with the Great Celestials to channel their might, embarking on quests across the countryside in search of deeper enlightenment, vowing to, one day, become Closer to the Stars.

Bonus: New weapon types

Few new weapon type ideas, for a total of 18 ground weapons:

 

 

As part of a new player experience, each core profession would unlock some of the old and new weapon types for free, without any elite specialization requirements:

 

  • Elementalist: Greatsword, Polearm.
  • Mesmer: Pistol (main-hand), Warhorn.
  • Necromancer: Axe (off-hand), Polearm.
  • Engineer: Scepter, Knuckles (main-hand and off-hand), Focus.
  • Ranger: Spear.
  • Thief: Spear, Knuckles (main-hand and off-hand).
  • Guardian: Spear.
  • Revenant: Axe (main-hand), Mace (off-hand), Knuckles (main-hand and off-hand).
  • Warrior: Polearm.

 

Further unlocks would become possible through either new elite specializations or additional updates to the core professions. Note that this section is independent from the new elite specialization ideas.


Had these gathering dust for quite a while now, figured I'd rewrite and post them. Hope you liked the read!


UPDATE 2021/07/20: Alternatives for thief and warrior.

  

12 minutes ago, Lonami.2987 said:

 

I want to update the whole thread at some point, but I fear I'll eventually forget, so here's the two I've finished so far:


Thief: Outcast

  • Gain Snatch instead of Steal. Snatch forces the enemy target to unwillingly shadowstep to a new position adjacent to the thief.
  • You can wield the Axe weapons in combat, including new dual wield skills. Main-hand axe skills work as melee skills, while off-hand axe skills work as ranged skills.
  • Gain access to Aspect slot skills. Aspects are a new type of sequence skills, based on the Aspects of Kanaxai himself. Their behaviour is similar to that of herald facets, being divided in two parts. The first half of the skill, the aspect itself, provides a passive effect inflicting a condition on nearby enemies. While an aspect is active, the thief will gain a new demonic appearance, and a number of initiative points will be disabled. The second half of the skill consumes the aspect, releasing demonic energies against your enemies. Consuming an aspect removes its passive effect and restores the disabled initiative points. If you don't consume an active aspect, it will deactivate automatically after a short period of time, gaining a reduced cooldown cost. Multiple aspects can be active at once, as long as there's enough initiative points available.

Warrior: Thunderlord

  • Gain Thunder Form instead of Adrenaline conservation in combat. Thunder Form transforms the warrior into a simian avatar of the Thunder God, armed with a mystical quarterstaff. During the transformation, your physical weapons will be discarded, and you will gain acess to the thunder form's own quarterstaff burst and weapon skills. Thunder form skills require a specific adrenaline threshold to be activated, but do not consume adrenaline itself. Adrenaline decay will increase the longer you stay transformed, and the transformation itself will end the moment you run out of adrenaline.
  • You can wield the Staff weapon in combat. All staff skills work as chain skills, unlocking additional skills on successful hits.
  • Gain access to Preparation slot skills. Preparations manifest the power of the Thunder God himself, and gain stronger effects depending on individual adrenaline thresholds.

By the gods are the new forums a pain to use. Anyway, I plan to redo mesmer, necromancer, and engineer at some point too, since I'm not 100% happy with the results. Elementalist, ranger, guardian, and revenant could get changes, but they would stay mostly the same. Feel free to provide any feedback you have! 😄


EDIT: Same thread at reddit (outdated)

Edited by Lonami.2987
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I hope that EOD allows us to have two elite weapons, instead of one, therefore most of the weapons that are not available, would be, for every profession and future expansions could use mix and match

Plus, Pistol OH would most likely compete with it due to Blowtorch.   Really looking forward to the upcomming stream. Knocking on wood for Bow for Mesmer.   There have been plenty

Few new elite specialization ideas for the Canthan expansion, with no new weapon types involved: Elementalist: Skyfire Gain Elemental Enchantments and Weapon Swap instead of Elemental Attun

When I read "dreadnought", I immediately thought that you want to turn engineers into Urgot from League of Legends.

Honestly, I think you are trying too hard to completely reinvent the elite spec mechanic here. Instead of giving us a new utility skill type like other classes, you are giving us more of the utility types we already have? Also the dreadnought suit is doing too many things at once by replacing your toolbelt skills, replacing your kit weapon skills and replace dodge rolling with a second health bar.

Sometimes, there is something like "too much". Thematically, I would also prefer to give the apothecary archetype to the engineer instead of the necromancer. The thematic can get approached from both sides, either as a necromancer with engineer features (like elixirs, pistols, etc), but also from the side of an engineer with necromancer features (corruptions? plagues?).

Why I prefer the approach from the engineer side for the apothecary: Engineers don't have inherent magic, the class relies on harnessing magic through technology. Like how the holosmith is using the magic of the Zephyrite crystals through a device they have built, called photon forge. Apothecary could be an elite spec that is harnessing necromancy through technological means.

Now looking from the necromancer perspective, I would have to ask.... why does the necromancer need these technological and alchemical means? Why do they suddenly feel like they have to prepare stuff like elixirs and such to spread plagues if we already know that they can do that with a simple magical gesture?There is no need for the necromancer to use technological tools like bombs, elixirs, etc, since they can already create the same effects out of thin air.

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I like the ideas but will have to give my opinion on a couple of things.So with EoD and the number of threads on possible elite specializations, I think we all need to keep in mind that our future elites will be based on the various lore(s) within Cantha. Which for one I thank you for taking the time to make some of the ideas you posted because now'a days people don't and end up creating elites that are overloaded and forget it needs to make sense gameplay-wise and lore-wise.

To make a note, I'm not too sure when EoD will come out, be it next year Summer or Fall, but my opinion is gonna be based on what I feel makes sense, is within their time frame and I guess the resources anet has because I'm sure there will be a lot of recycled things within the new elite specs as I'm sure they're focus will be on the Story, maps and cosmetic nick-nacks.

Firstly, for all the "unique" mechanics each profession will get is up in the air and there's really no right or wrong one answer since the ideas are vast. But the ones I sort of like that you've mentioned above are of the: Thief & Guardian, everything else sounds neat on paper but don't think they are required/need more polishing/balancing.

For the weapons, as I've mentioned in other posts, I still stand by that due to time restraints, resources etc... they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate (example; floats, sinks etc..). I still think this is a good idea because since a lot of people are not a fan of underwater combat, why not bring our underwater weapons on land too? But with that said, I'm not completely ruling out new weapons but there's just not many that make much sense with certain professions thematically and since they're focusing on giving us Cantha as soon as possible, I wouldn't mind getting new weapons in a future expansion after EoD.

However, if not underwater weapons used on land, then I'd say:Guardian: WarhornWarrior: Staff / Dual PistolRevenant: GreatswordThief: Greatsword / Dual AxesEngineer: MH MaceRanger: RifleElementalist: LongbowMesmer: Warhorn / MH PistolNecromancer: MH Sword

I'm 99.9% sure they aren't going to make new weapons, maybe in a future expansion after EoD but for now, the weapons we have in-game is what we have to deal with, the ones requested I'm sure was inspired by WoW, which is fine, but I still don't think they'll be added sadly. For the Utilities, I won't say too much about it since they can practically be anything, but I'll drop my two cents on what I think each profession might get:Guardian: Wells / "Spirits" aka work like the "Phantasm skills like Mesmers" (However, since Ritualist was my first char when I started my GW adventures, I wouldn't prefer Guardians getting Ritualist stuff and would rather Monk abilities, but that's just me being petty lol) / Divine FavorWarrior: Preparations/Motivations/CommandsRevenant: Tengu / VizuThief: Stance / Living Shadow "Clones"Engineer: Augments / StealRanger: Venom / Stealth AttacksElementalist: Meditation / Imbue / InvokeMesmer: Shouts / Stances / ConjureNecromancer: Mantra / Glyph / Conjure

Other than that, good thread regardless and can't wait to get more information on EoD and our future elite specs so we can all began theorycrafting and saving up for future builds.

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I like your warrior ideas. My only issue at theory-crafting especs for warriors is how the skills need to be actively used in combat. Preparations are kinda aginst warriors for that reason even if they thematically suit it. So spectral-like skills, with an immediate buff on the warrior (one focusing on a superior duelist, instead of a dmg dealer like Berserker) would probably work the best imo. I had developed the idea of a Demonslayer spec, but had trouble with the adrenaline functions and you gave a good idea with your use of adrenaline!

I also highly advocate for combos as you said for staff!

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I get half way through writing out ideas for one spec and I have to save it for later because I can't keep coming up with reasonable skill Recharges, Radii, Range, effects, etc.The fact you came up with things for every profession is very impressive, and I liked a lot of the ideas too. Dreadnaught in particular sounds awesome, and very similar to an idea I had for Engi as well, but yours being much better written. I was thinking something like a mech suit too, but didn't know how to make it work mechanically.

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@Shroud.2307 said:I get half way through writing out ideas for one spec and I have to save it for later because I can't keep coming up with reasonable skill Recharges, Radii, Range, effects, etc.

Personally, I've always thought that it was better to come up with a basic concept and some ideas of what sort of skills it might have rather than go down to that sort of detail. Even if ArenaNet is inspired by an idea on a forum, they're likely to put their own spin on it rather than just picking up a design from the forum and plugging it into the game as-is. So thinking about precise numbers for things like recharges and the like is getting more into the nitty gritty than it's worth.

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@"Lonami.2987" said:Few new elite specialization ideas for the Canthan expansion, with no new weapon types involved:


Elementalist: Skyfire

  • Gain Elemental Enchantments and Weapon Swap instead of Elemental Attunements. Every time you use an individual weapon skill, it will automatically swap itself to the next element, using the cooldown of the previous skill. Use an elemental enchantment to refresh those cooldowns and force all your weapon skills to channel the same element at once. By default, the order followed by the automatic swap sequence is fire, water, wind, earth, and then fire again. This order can be customized through traits. Glyphs and traits relying on active attunements will use the active element of the fifth weapon skill as the reference instead.
  • You can wield the Longbow weapon in combat. All five longbow skills work as chain skills, giving them good synergy with the elemental enchantments mechanic.
  • Gain access to Mantra slot skills. Just like weapon skills, mantras gain different effects depending on their active element, which swaps automatically with every use.

With the constant swapping i fear the Elementalist would have less control on skills to use. Also, i have a feeling that Anet would not provide the Elementalist any weapons that they can currently conjure, meaning i think they will be getting the Short Bow instead.

I would prefer if Elementalist's would attain weapon swap, and maybe they should lose 2 attunements to "Specialize" in a way. You can select which two elements you can swap to. You would have a shorter cooldown to swap attunments, and since you have weapon swap you would have access to 10 weapon skills of 1 element and 10 of the other instead of the current 5 5 5 5. The Espec could be called Mystic to fit the Canthan theme. F3 - F5 could be new Mysticism effects.

I do like Mantras for the Elementalist, but i would love to have Marks (Traps) for them instead.

Thief: Shadowblade

  • Gain Shadow Blade and Shadow Strike instead of Steal. Shadow Blade summons an exact copy of the thief, with half the attributes and health. This shadow blade companion will follow the thief for ten seconds, mimicking all of his actions within a delay of two seconds. Shadow Strike commands the companion to shadowstep to the target foe and gain a stolen skill.
  • You can wield the Greatsword weapon in combat. The first weapon skill has five chain steps instead of the usual three. Weapon skills two to five gain stronger effects the further the chain progresses, and will not interrupt it when used. Successful hits by the shadow blade will count as a step forward for any chains on progress, greatsword or not.
  • Gain access to Stance slot skills. Stance effects are applied simultaneously to both the thief and the shadow blade.

Seems really cool, but i noticed that you didnt add any Healer Especs. I feel like Anet would atleast add 1 Healer / Support to a class that does not currently have one. I believe Thief will get a Scepter and be more magical for the Espec since it already has 2 offensive Especs that can be specced for melee combat.

Could be called the Shadowmancer. They could have static spells F2-F5 with ranged steal absorbing shadow essence that is used to cast the F2 - F5 spells. They could receive Glyphs that attune to what you used steal from last, or the last F2-F5 skill used.

I liked all other ideas.

Bonus: New weapon types

Few new weapon type ideas, for a total of 18 ground weapons:

Spear

  • 1H Spear/Javelin seems cool. I would love to play a character with this equipped with a Shield.

Knuckles

  • Would like this as well.

Bow

  • NO please. I would like Short Bow & Long Bow to remain the way they are. We need ranged combat to have diversity just like melee with sword & Dagger, and Hammer & Mace.

Polearm

  • No please. I would like a polearm to be just a Polearm 2H Spear. Halberds yes, but Greataxe & Scythes should be a skin for 2H sword instead since the Slashing motion would make more sense, though the Greataxe should be its own new weapon.
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@Tseison.4659 said:

@"Dadnir.5038" said:I commend the effort, but I find none of those proposed e-spec attractive.

Unless it’s the XX number of E-specs you’ve drafted.

There are some e-spec from other that I like but this peculiar set does not appeal to me.

The skyfire's automatic swap of "enchantment" feel incredibly cluncky, the trickster having specters pop up when it's clone are destroyed feel like dejà vu on chrono (and a thing that people wanted nerfed), the apothecary feel like yet another aoe e-spec for the necromancer, the dreadnough feel like holosmith all over again, the bulwark just use 2 pets (which I don't feel appaeling in any way and will be utterly useless yet again in WvW),... etc.

I expect from the next e-spec to be a bit original, not the same thing all over again. What I see in this peculiar set is the opposite of what I expect so, no, I don't see them as attractive.

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@Kodama.6453 said:Honestly, I think you are trying too hard to completely reinvent the elite spec mechanic here. Instead of giving us a new utility skill type like other classes, you are giving us more of the utility types we already have?

I want new kits for the engineer, like a barrel machine gun and a rocket launcher, so why turn them into their own new skill type when I can just use the existing one? Same for turrets, I feel like there's plenty room for lots of new turret options.

The engineer is the only one getting core skills expanded this time, but other professions could follow the same approach in the future. For example, what if you want new necromancer minions? Well, then just expand necromancer minion skills through an elite specialization. Imagine if every previous necromancer elite specialization had included one or two new pure minion skills, wouldn't that be cool?

@Kodama.6453 said:Also the dreadnought suit is doing too many things at once by replacing your toolbelt skills, replacing your kit weapon skills and...

I wouldn't say that's too many, considering weavers got 30 Dual Attack skills and soulbeasts got 51 Beastmode skills.

Also, only kit tool belt skills would be replaced, all the other tool belt skills would remain intact.

@Kodama.6453 said:...replace dodge rolling with a second health bar.

Well, Phase Shield was a last moment addition, since the transformation was pointless if you weren't using any kits. Could leave the dodge alone and use just a golem health bar the same as the necromancer's shroud, but I'd like each form (normal and suit) to have its own thing, without restricting suit usage by a timer or a resource bar. Engineers should be able to stay inside the suit as long as they want, but that shouldn't be the efficient approach, since you'd be forced to sacrifice something (same as soulbeast).

An alternate solution is to leave dodge alone, but replace the whole tool belt with a set of fixed skills while you're driving the dreadnought suit, forcing you to dismount if you want to use the normal tool belt skills once again. Still, I didn't want to delay the thread any further, so there it went. I'm open to suggestions with everything, but specially this one.

@"Tseison.4659" said:they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate

The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely.

Harpoons are the exception, but only because the original polearm weapon was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well.

@Grand Marshal.4098 said:I like your warrior ideas. My only issue at theory-crafting especs for warriors is how the skills need to be actively used in combat. Preparations are kinda aginst warriors for that reason even if they thematically suit it. So spectral-like skills, with an immediate buff on the warrior (one focusing on a superior duelist, instead of a dmg dealer like Berserker) would probably work the best imo. I had developed the idea of a Demonslayer spec, but had trouble with the adrenaline functions and you gave a good idea with your use of adrenaline!

I also highly advocate for combos as you said for staff!

Preparations would work as some sort of ground seals, which can be activated to summon some divine force to crush your enemies, like a giant foot that stomps on the sealed area. Also, they would have different effects depending on adrenaline levels (some being better at low adrenaline and others at high) so you get rewarded for managing your adrenaline levels properly, instead of just spamming the preparations as soon as you deploy them.

@Shroud.2307 said:I get half way through writing out ideas for one spec and I have to save it for later because I can't keep coming up with reasonable skill Recharges, Radii, Range, effects, etc.The fact you came up with things for every profession is very impressive, and I liked a lot of the ideas too. Dreadnaught in particular sounds awesome, and very similar to an idea I had for Engi as well, but yours being much better written. I was thinking something like a mech suit too, but didn't know how to make it work mechanically.

Personally, I think spending time on those kind of details is not a good idea, I'd rather focus on the feel and the playstyle, and leave some room for imagination =).

@draxynnic.3719 said:

@Shroud.2307 said:I get half way through writing out ideas for
one
spec and I have to save it for later because I can't keep coming up with reasonable skill Recharges, Radii, Range, effects, etc.

Personally, I've always thought that it was better to come up with a basic concept and some ideas of what sort of skills it might have rather than go down to that sort of detail. Even if ArenaNet is inspired by an idea on a forum, they're likely to put their own spin on it rather than just picking up a design from the forum and plugging it into the game as-is. So thinking about precise numbers for things like recharges and the like is getting more into the nitty gritty than it's worth.

Exactly; also, some people will fixate over numbers and balance instead of design and lore, leading to poor and pointless discussions, since none of it is real and it will never lead anywhere; most of the time.

Talking about numbers and such is fine, but I'd rather spend that time redesigning the existing skills and traits instead of building whole new elite specialization ideas.

@MatyrGustav.6210 said:With the constant swapping i fear the Elementalist would have less control on skills to use. Also, i have a feeling that Anet would not provide the Elementalist any weapons that they can currently conjure, meaning i think they will be getting the Short Bow instead.

As far as I know, Conjure Frost Bow is a shortbow, not a longbow. The model is smaller than average, and it has 900 range instead of 1,200.

@MatyrGustav.6210 said:Seems really cool, but i noticed that you didnt add any Healer Especs. I feel like Anet would atleast add 1 Healer / Support to a class that does not currently have one. I believe Thief will get a Scepter and be more magical for the Espec since it already has 2 offensive Especs that can be specced for melee combat.

I didn't elaborate on any roles, each of my elite specializations could follow any roles you want, depending on how you design their individual skills. Some are obviously offensive, but even then, look at how versatile renegade is.

@MatyrGustav.6210 said:Bow

  • NO please. I would like Short Bow & Long Bow to remain the way they are. We need ranged combat to have diversity just like melee with sword & Dagger, and Hammer & Mace.

Only the ranger can use both longbows and shortbows, so nothing would be really lost. Also, I don't think professions who already got either a shortbow or a longbow will get the other one in the future anyway, they would be too similar. The introduction of main-hand spear takes up that space pretty nicely.

@MatyrGustav.6210 said:Polearm

  • No please. I would like a polearm to be just a Polearm 2H Spear. Halberds yes, but Greataxe & Scythes should be a skin for 2H sword instead since the Slashing motion would make more sense, though the Greataxe should be its own new weapon.

There are already a few greataxe skins for polearms, such as the infamous Wolfborn Harpoon. Note that most modern harpoon skins are former polearm skins, since the polearm was part of the game at some point in the past.

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@"Tseison.4659" said:they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate

The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely.

Harpoons are the exception, but only because the
was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well.

Mmm, that’s where I have to disagree. Harpoon Gun, Trident and Spear can be fleshed out differently for land use. Just because the harpoon gun is an almost reflection of the rifle, doesn’t rule it out completely because it can be fashioned differently to work hand and hand with the new elite specs.

I main a Mesmer and I for one hate our current staff, so if I picked up the new elite spec, I now have access to two weapons: Spear & Trident, one that can be damage focused and the other that can purely be condition focused.

Why pass up two weapons (yes they’re aquatic ones that we already had) for just one new weapon? Which for Mesmer we’d likely get something along the lines of a Minstrel and get a warhorn because you know, we need more off hands for some stupid reason.

Again; underwater weapons as “clones” as they may seem, can be fashioned differently, skill wise, range, what they bring to the table etc...

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@Tseison.4659 said:

@Tseison.4659 said:they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate

The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely.

Harpoons are the exception, but only because the
was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well.

Mmm, that’s where I have to disagree. Harpoon Gun, Trident and Spear can be fleshed out differently for land use. Just because the harpoon gun is an almost reflection of the rifle, doesn’t rule it out completely because it can be fashioned differently to work hand and hand with the new elite specs.

I main a Mesmer and I for one hate our current staff, so if I picked up the new elite spec, I now have access to two weapons: Spear & Trident, one that can be damage focused and the other that can purely be condition focused.

Why pass up two weapons (yes they’re aquatic ones that we already had) for just one new weapon? Which for Mesmer we’d likely get something along the lines of a Minstrel and get a warhorn because you know, we need more off hands for some stupid reason.

Again; underwater weapons as “clones” as they may seem, can be fashioned differently, skill wise, range, what they bring to the table etc...

Are you suggesting an elite spec that can use all your current underwater weapons on land, so mesmer gets access to both spear and trident? If yes, this would be kinda unfair for engineer once again, since this class has just access to speargun as underwater weapons.... why should some classes get 2 new weapons while engineers just get 1?

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@Kodama.6453 said:

@Tseison.4659 said:they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate

The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely.

Harpoons are the exception, but only because the
was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well.

Mmm, that’s where I have to disagree. Harpoon Gun, Trident and Spear can be fleshed out differently for land use. Just because the harpoon gun is an almost reflection of the rifle, doesn’t rule it out completely because it can be fashioned differently to work hand and hand with the new elite specs.

I main a Mesmer and I for one hate our current staff, so if I picked up the new elite spec, I now have access to two weapons: Spear & Trident, one that can be damage focused and the other that can purely be condition focused.

Why pass up two weapons (yes they’re aquatic ones that we already had) for just one new weapon? Which for Mesmer we’d likely get something along the lines of a Minstrel and get a warhorn because you know, we need more off hands for some stupid reason.

Again; underwater weapons as “clones” as they may seem, can be fashioned differently, skill wise, range, what they bring to the table etc...

Are you suggesting an elite spec that can use all your current underwater weapons on land, so mesmer gets access to both spear and trident? If yes, this would be kinda unfair for engineer once again, since this class has just access to speargun as underwater weapons.... why should some classes get 2 new weapons while engineers just get 1?

I'm sure they'd give Engineers Spear to compensate but I guess we didn't 'think' that far and some engineer kits can be used underwater as well.

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@MrForz.1953 said:So, Dreadnought spec gets to cannibalize Scrapper too. Because you know, Holosmith didn't do that hard enough throughout the years already.

I mean that's less of an issue with Dreadnought and more of an issue of Scrapper. Scrapper is also useful in WvW. If Anet just rebalanced it, Scrapper will be fine.

That being said the Dreadnought idea, while thematically appealing, leaves something to be desired when it comes to skills and how it is played. I agree with Kodama that Dreadnought seems to lean into upgrading all of what Engi is rather than carve out a niche for Engi and create a purpose for the mech suit.

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@VocalThought.9835 said:I really don't get people's fascination with aquatic weapons used on land. They can easily make a Staff a melee weapon a sword a range weapon, and different types of skins. What am I missing?

Some want it for aesthetic, and some aren't satisfied with the current 2 Handed weapons Thier profession has, so adding another 2 Handed weapon to the mix might grant them a fighting style they want. Also people that are requesting the spear, are doing so because its easier to implement, and easier for the devs considering a whole new weapon would be more work. A crossbow skin can be added for the harpoon gun for land use as well. The water weapons skills can be easily converted for ground use.

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@Kodama.6453 said:

@Tseison.4659 said:they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate

The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely.

Harpoons are the exception, but only because the
was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well.

Mmm, that’s where I have to disagree. Harpoon Gun, Trident and Spear can be fleshed out differently for land use. Just because the harpoon gun is an almost reflection of the rifle, doesn’t rule it out completely because it can be fashioned differently to work hand and hand with the new elite specs.

I main a Mesmer and I for one hate our current staff, so if I picked up the new elite spec, I now have access to two weapons: Spear & Trident, one that can be damage focused and the other that can purely be condition focused.

Why pass up two weapons (yes they’re aquatic ones that we already had) for just one new weapon? Which for Mesmer we’d likely get something along the lines of a Minstrel and get a warhorn because you know, we need more off hands for some stupid reason.

Again; underwater weapons as “clones” as they may seem, can be fashioned differently, skill wise, range, what they bring to the table etc...

Are you suggesting an elite spec that can use all your current underwater weapons on land, so mesmer gets access to both spear and trident? If yes, this would be kinda unfair for engineer once again, since this class has just access to speargun as underwater weapons.... why should some classes get 2 new weapons while engineers just get 1?

That's how engineer rolls even now. They have a small weapons pool due to all the Utility, tool belt, and kits they have. Its just how it is.

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@MatyrGustav.6210 said:

@Tseison.4659 said:they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate

The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely.

Harpoons are the exception, but only because the
was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well.

Mmm, that’s where I have to disagree. Harpoon Gun, Trident and Spear can be fleshed out differently for land use. Just because the harpoon gun is an almost reflection of the rifle, doesn’t rule it out completely because it can be fashioned differently to work hand and hand with the new elite specs.

I main a Mesmer and I for one hate our current staff, so if I picked up the new elite spec, I now have access to two weapons: Spear & Trident, one that can be damage focused and the other that can purely be condition focused.

Why pass up two weapons (yes they’re aquatic ones that we already had) for just one new weapon? Which for Mesmer we’d likely get something along the lines of a Minstrel and get a warhorn because you know, we need more off hands for some stupid reason.

Again; underwater weapons as “clones” as they may seem, can be fashioned differently, skill wise, range, what they bring to the table etc...

Are you suggesting an elite spec that can use all your current underwater weapons on land, so mesmer gets access to both spear and trident? If yes, this would be kinda unfair for engineer once again, since this class has just access to speargun as underwater weapons.... why should some classes get 2 new weapons while engineers just get 1?

That's how engineer rolls even now. They have a small weapons pool due to all the Utility, tool belt, and kits they have. Its just how it is.

Engineer got treated like every other class when it comes to elite spec weapons, they get access to 1 new weapon type like everyone else.The only "special case" to this point has been spellbreaker, which got daggers to dual wield instead of just being able to handle them in mainhand or offhand.

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@"Kodama.6453" said:Engineer got treated like every other class when it comes to elite spec weapons, they get access to 1 new weapon type like everyone else.The only "special case" to this point has been spell breaker, which got daggers to dual wield instead of just being able to handle them in mainhand or offhand.

If they're going to be making "special cases" like giving an e-spec an extra weapon and as a note, I couldn't care less if the Warriors are known to be the masters of all weapons, then other classes should be able to dual wield weapons of the same type too. For example; Elementalist got a sword with Weaver, so why not give them Dual Swords because whose to say when EoD comes around, they give them an off-hand sword in their new e-spec? It would be stupid and a lazy idea to pull something off like that when they could've given it to them when they introduced Weaver.

To make it 'simple'; for the new E-Specs, if the weapon can be dual-wielded, they should automatically give the E-Spec an extra weapon. Hell; I'm still wondering why Mesmers didn't get Main hand Pistol and I'd be pretty pissed if they gave us that for the next E-Spec when that could've been given us as a Core.

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@MatyrGustav.6210 said:

@VocalThought.9835 said:I really don't get people's fascination with aquatic weapons used on land. They can easily make a Staff a melee weapon a sword a range weapon, and different types of skins. What am I missing?

Some want it for aesthetic, and some aren't satisfied with the current 2 Handed weapons Thier profession has, so adding another 2 Handed weapon to the mix might grant them a fighting style they want. Also people that are requesting the spear, are doing so because its easier to implement, and easier for the devs considering a whole new weapon would be more work. A crossbow skin can be added for the harpoon gun for land use as well. The water weapons skills can be easily converted for ground use.

Before they add Trident or Harpoon, they should use Staff and Rifle. It's easier.

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