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End of Dragons Profession - How they should be :P


Blumpf.2518

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Warrior-Samurai:
Loses Weaponswap. F1 Cooldown is reduced to 5 Seconds.
Every different attack within 5 seconds creates a combo-point. F1 consumes all Combo-Points and increases damage of the F1 skill by 10% for each consumed Combopoint.
No New Weapons, but instead gains enhanced Weapon Specialization as first Trait:
10% Damagebonus, 10% Attackspeedbonus, 10% cooldown reduction with all Weapons.
Samurai-Shouts are improved and create combopoints.

 

Guardian-Blackguard:
Virtues now become sinful spirits that can be summoned to haunt the enemy.
New Weapon: Mainhand-Shield
Meditations become Curses that weaken and damage enemies.

 

Revenant: Spirit-Shaman
Summoned Legends summon more spirits the mists who attack the enemies.
New Weapon: Greatsword
New Legend: Tybalt

 

Thief: Ninja
F1 becomes a finishing move.
Whenever a Skill uses Combopoints, the thief gets 1 Chi. F1 consumes all Chi and deals increased damage per point of Chi.
New Weapon: Greatsword
New Skills: Mantras

 

Ranger: Master of the Hunt
Both Pets are active at the same time
New Weapon: Rifle
Survival Skills are improved.

 

Engineer: Golemancer
Turrets become Golems that follow the Engineer. The Golemancer can absorb the Golems and use them as armor for some time. While worn as Armor the Engineers Attacks are improved by the Turrets/Golems Skill.
Supply Crate Elite Skill changes to 0m3g4-G0l3m. It drops the usual supply crate stuff but then all turrets/Golems (utility skills turrets/Golems) are fused into an 0m3g4-G0l3m who is stronger the more turrets it absorbed.
New Weapon: Staff

 

Necro: Bloodmage
Deathshroud becomes the Bloodshroud. If Bloodshroud is activated it cannot be deactivated for some time. Damage taken doesnt reduce Bloodshroud Energy, but reduces Hitpoints. While in Bloodshroud every Skill consumes Bloodshroud energy and Hitpoints. While in Bloodshroud, all Skills deal increased damage. If the Necro runs out of Lifeforce while in Bloodshroud, his skills consume additional Hitpoints instead of Bloodshroud energy.
New Weapon: Sword
Spectral Skills become Bloodmagic Skills that focus on gaining Bloodshroud Energy or restoring Hitpoints.

 

Elementalist: Arcanist
Gains ARCANE as new Element, but loses his F4. F1 ist always bound to Arcane Element and F2+F3 can be assigned to 2 of the 4 elements. (Gains new Arcane Element, but loses 2 other Elements).
New Weapon: Mainhand Focus
Arcane Skills are improved

 

Mesmer: Simulacrum
Whenever the Mesmer would summon a clone, he summons the simulacrum instead.
The Simulacrum is a copy of the Mesmer that uses all the attacks and skills of the Mesmer.
If the Mesmer has an active Simulacrum, every Skill that would summon clones, summons phantasms instead that do the same as the clone would do.
The Simulacrum starts at 10% of the Mesmers damage and Hitpoints, but everytime a Phantasm would become a clone, the simulacrums max. life and damage is increased by 10% up to 50%
New Weapon: Pistol
New Skill: F5 The Mesmer becomes the Simulacrum and the Simulacrum becomes the Mesmer. They exchange position. Enemies that targeted the Mesmer will now target the Simulacrum instead and vice versa.
Manipulation Skills are improved.

 

Edited by Blumpf.2518
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The warrior one is a big NO from me, not only because of the name Samurai but also because it brings nothing new and it's just an idea to make the warrior overtuned with more buffs which is unfair.

Just to let you know, Samurai warriors weren't just katana wielding foot soldiers as you see on movies, they were employed mainly as cavalrymen and they were trained to shoot with their bow while riding their horses. 

Not all Samurai could posses a wakizashi, only the generals, this was the only weapon allowed to the Samurai when entering the imperial palace as a tool of self discipline, it served to commit seppuku.

It was strictly forbidden to a Samurai to shoot with rifles, this means you will probably never see a warrior specialization with the name Samurai in it.

Edited by Touchme.1097
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5 hours ago, Blumpf.2518 said:

Engineer: Golemancer
Turrets become Golems that follow the Engineer. The Golemancer can absorb the Golems and use them as armor for some time. While worn as Armor the Engineers Attacks are improved by the Turrets/Golems Skill.
Supply Crate Elite Skill changes to 0m3g4-G0l3m. It drops the usual supply crate stuff but then all turrets/Golems (utility skills turrets/Golems) are fused into an 0m3g4-G0l3m who is stronger the more turrets it absorbed.
New Weapon: Staff

 

This is oh so original and exciting. 😴

What's this obsession with golemancy and pets and AI? There's so much wrong written here I can't even begin to enumerate each aspect.

Edited by MrForz.1953
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1 hour ago, MrForz.1953 said:

 

This is oh so original and exciting. 😴

What's this obsession with golemancy and pets and AI? There's so much wrong written here I can't even begin to enumerate each aspect.

True, golemancer would literally be the worst case scenario for me as a long time engineer main.

 

It adds no new aesthetic flavour, since golemancers would obviously have Asuran aesthetics, which were also already heavily used for holosmith.

 

It would have horrible utility skills, since they are pretty bound to AI and Anet already failed at turrets and gyros, there is no reason to think that they will do better next time,

 

No thematical connection  to Cantha: golemancy is heavily Asuran, as I mentioned. Asura don't have a history with Cantha at all.

 

Personally, I am hoping for an alchemy based elite spec. I would personally call it plaguedoctor and tie It's lore with the cult of the Am Fah in Cantha, which experimented with a magical plague to make their soldiers stronger.

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7 hours ago, Blumpf.2518 said:

 

Warrior-Samurai:
Loses Weaponswap. F1 Cooldown is reduced to 5 Seconds.
Every different attack within 5 seconds creates a combo-point. F1 consumes all Combo-Points and increases damage of the F1 skill by 10% for each consumed Combopoint.
No New Weapons, but instead gains enhanced Weapon Specialization as first Trait:
10% Damagebonus, 10% Attackspeedbonus, 10% cooldown reduction with all Weapons.
Samurai-Shouts are improved and create combopoints.

 

Guardian-Blackguard:
Virtues now become sinful spirits that can be summoned to haunt the enemy.
New Weapon: Mainhand-Shield
Meditations become Curses that weaken and damage enemies.

 

Revenant: Spirit-Shaman
Summoned Legends summon more spirits the mists who attack the enemies.
New Weapon: Greatsword
New Legend: Tybalt

 

Thief: Ninja
F1 becomes a finishing move.
Whenever a Skill uses Combopoints, the thief gets 1 Chi. F1 consumes all Chi and deals increased damage per point of Chi.
New Weapon: Greatsword
New Skills: Mantras

 

Ranger: Master of the Hunt
Both Pets are active at the same time
New Weapon: Rifle
Survival Skills are improved.

 

Engineer: Golemancer
Turrets become Golems that follow the Engineer. The Golemancer can absorb the Golems and use them as armor for some time. While worn as Armor the Engineers Attacks are improved by the Turrets/Golems Skill.
Supply Crate Elite Skill changes to 0m3g4-G0l3m. It drops the usual supply crate stuff but then all turrets/Golems (utility skills turrets/Golems) are fused into an 0m3g4-G0l3m who is stronger the more turrets it absorbed.
New Weapon: Staff

 

Necro: Bloodmage
Deathshroud becomes the Bloodshroud. If Bloodshroud is activated it cannot be deactivated for some time. Damage taken doesnt reduce Bloodshroud Energy, but reduces Hitpoints. While in Bloodshroud every Skill consumes Bloodshroud energy and Hitpoints. While in Bloodshroud, all Skills deal increased damage. If the Necro runs out of Lifeforce while in Bloodshroud, his skills consume additional Hitpoints instead of Bloodshroud energy.
New Weapon: Sword
Spectral Skills become Bloodmagic Skills that focus on gaining Bloodshroud Energy or restoring Hitpoints.

 

Elementalist: Arcanist
Gains ARCANE as new Element, but loses his F4. F1 ist always bound to Arcane Element and F2+F3 can be assigned to 2 of the 4 elements. (Gains new Arcane Element, but loses 2 other Elements).
New Weapon: Mainhand Focus
Arcane Skills are improved

 

Mesmer: Simulacrum
Whenever the Mesmer would summon a clone, he summons the simulacrum instead.
The Simulacrum is a copy of the Mesmer that uses all the attacks and skills of the Mesmer.
If the Mesmer has an active Simulacrum, every Skill that would summon clones, summons phantasms instead that do the same as the clone would do.
The Simulacrum starts at 10% of the Mesmers damage and Hitpoints, but everytime a Phantasm would become a clone, the simulacrums max. life and damage is increased by 10% up to 50%
New Weapon: Pistol
New Skill: F5 The Mesmer becomes the Simulacrum and the Simulacrum becomes the Mesmer. They exchange position. Enemies that targeted the Mesmer will now target the Simulacrum instead and vice versa.
Manipulation Skills are improved.

 

What I hear from you:

- Warrior: there is a trade off, lose weapon swap

- Guardian: buff, no trade off

- Revenant: huge buff, no trade off

- Thief: buff, no trade off

- Ranger: buff, no trade off

- Engineer: buff, no trade off

- Necromancer: small trade off, deathshroud

- Elementalist: huge nerf, lose 2 elements to gain one new

- Mesmer: huge buff, no trade off

 

Can we stop with the suggestions and designs that only give strictly better options with no trade off? Hasn't the Firebrand debacle taught the community anything? Firebrand is strictly Guardian on steroid, there is no point not picking it. This suggestion makes it so only Ele needs to think before picking the trait line due to the drawbacks, where as for everyone it's a straight no brainer upgrade.

 

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Looking through all ideas for classes you have, the designs seem inherently unfair.

 

Why do some classes, like thief, get completely new skills (mantras in thief's case), while other classes like engineer are just getting old skills reworked (golems)?

 

You don't seem aware, but this is actually a huge deal for build diversity.

Thief would be able to combine all of their core skills with the new mantras, giving them more possible combinations. Meanwhile the possible combinations of utility skills for engineer stay the same, since they lose turret skills in order to get access to golems.

 

Designing some elite specs in this way and some in the other makes no sense and there is no precedence. All elite specs to this point always got access to a new weapon and a new set of utility skills. They surely will keep it like that.

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No thanks to all of them.

 

Having no weapon swap would place Warrior in an even sadder state than it already is.

 

We don't need some Dark Knight themed Guardian. That theme is already covered with Reaper.

 

Revenants have no need for a Greatsword and summoning is already covered with Kalla.

 

Thieves have no need for Greatsword either and the Chi mechanic is plain bad.

F1 already can be overloaded with effects, it doesn't need even more.

 

Rangers are thematically allies of nature. They shouldn't get an elite specialization that turns them into an enemy of nature (which is what hunters are).

 

Engineer already had an AI elite specialization and we know how great that was.

There is no need for another trial o that concept.

 

Your "Bloodmage" sounds more like an self-cannibalizing vampire than an actual mage.

 

Elementalists don't need another attunement.

 

Mesmer doesn't need even more of its damage outsourced into AIs.

I'd rather see a Mesmer elite specialization that relies less AI on mechanics.

Edited by Fueki.4753
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On 5/14/2021 at 6:41 PM, Touchme.1097 said:

The warrior one is a big NO from me, not only because of the name Samurai but also because it brings nothing new and it's just an idea to make the warrior overtuned with more buffs which is unfair.

Just to let you know, Samurai warriors weren't just katana wielding foot soldiers as you see on movies, they were employed mainly as cavalrymen and they were trained to shoot with their bow while riding their horses. 

Not all Samurai could posses a wakizashi, only the generals, this was the only weapon allowed to the Samurai when entering the imperial palace as a tool of self discipline, it served to commit seppuku.

It was strictly forbidden to a Samurai to shoot with rifles, this means you will probably never see a warrior specialization with the name Samurai in it.

That's why we need a Demonslayer 🏃‍♂️

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On 5/14/2021 at 5:41 PM, Touchme.1097 said:

The warrior one is a big NO from me, not only because of the name Samurai but also because it brings nothing new and it's just an idea to make the warrior overtuned with more buffs which is unfair.

Just to let you know, Samurai warriors weren't just katana wielding foot soldiers as you see on movies, they were employed mainly as cavalrymen and they were trained to shoot with their bow while riding their horses. 

Not all Samurai could posses a wakizashi, only the generals, this was the only weapon allowed to the Samurai when entering the imperial palace as a tool of self discipline, it served to commit seppuku.

It was strictly forbidden to a Samurai to shoot with rifles, this means you will probably never see a warrior specialization with the name Samurai in it.

Can you provide a source where you found that samurai were forbidden to use rifles?

 

As far as I know, the tanegashima was used by samurai in history.

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1 hour ago, Kodama.6453 said:

Can you provide a source where you found that samurai were forbidden to use rifles?

 

As far as I know, the tanegashima was used by samurai in history.

You are right about the introduction of firearms, matchlock and pistol in the 16th century but that was a period in time where the whole world was replacing bows with firearms. 

The Chinese firearms from the 13th century were not effective enough to replace the bow it was only in later time that the Japanese introduced firearms and gunmen were mostly commoners.

If the game didn't make a difference between Matchlock and Rifle then it would make sense to allow warriors to spec into Samurai in GW2, it would look like something I hate to see due to Rifles in this game having the skins of modern Sniper Rifles.

I have got my info from wikipedia in an article mentioning historical facts preceding the Sengoku Period.

The real issue is how the Samurai is going to fit the Cantha lore, because EoD is based off the Canthian region

Edited by Touchme.1097
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1 hour ago, Touchme.1097 said:

You are right about the introduction of firearms, matchlock and pistol in the 16th century but that was a period in time where the whole world was replacing bows with firearms. 

The Chinese firearms from the 13th century were not effective enough to replace the bow it was only in later time that the Japanese introduced firearms and gunmen were mostly commoners.

If the game didn't make a difference between Matchlock and Rifle then it would make sense to allow warriors to spec into Samurai in GW2, it would look like something I hate to see due to Rifles in this game having the skins of modern Sniper Rifles.

I have got my info from wikipedia in an article mentioning historical facts preceding the Sengoku Period.

The real issue is how the Samurai is going to fit the Cantha lore, because EoD is based off the Canthian region

Well, matchlocks seem to be included in rifles, since there are even weapons directly called matchlocks in the skin gallery: Elonian Matchlock and Sunspear Matchlock

 

Rifle just seems to be an umbrella term for a wide array of weapons in this game, reaching from matchlocks, to blunderbusses, sniper rifles, even stuff like gatling guns and railguns.

 

Also shown in the fact that the different classes are using rifles in very different ways:

Warrior is using something resembling an assault rifle the most.

Engineer uses a shotgun/blunderbuss with special ammunition (like the net).

And thief (deadeye) is using a sniper rifle.

 

This all being said, it's fine not to want a specific elite spec for a class to happen because of personal preferences.

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Warrior: Grandmaster

Years of battle experience has honed the warrior's ability to the seamlessly chain burst attacks in a combination attack.

 

Traits

 

Minor Proficiency

 

You can wield a staff.

 

 

 

 

 

 

Minor Adept

 

Gain access to Grandmaster Techniques. Combination Bursts replace Burst.

 

 

[Combination bursts are 3 sequenced/chain – boon focused burst attacks that flow seamlessly into each other and are available after 30 strikes of adrenaline is achieved. Each stage has 3 different attacks to choose from (F1 – F3), for a total of 27 different possible combination bursts for each weapon. (As a visual example, imagine Marth’s dancing blade in Super Smash Bros.) Combination Bursts will require 3 separate key entries (e.g. F1, F1, F3), with the 3rd attack being exceptionally strong. The combination burst sequence must not be interrupted otherwise it will go on full cooldown with all 30 strikes of adrenaline expended. Tradeoff: Adrenaline will start to decay even if the warrior is in combat but haven’t strike anything for 5 seconds. To sustainably grow adrenaline, the Grandmaster is required to actively engage in combat. 15s CD]

 

 

[Grandmaster Techniques are a unique utility skill type exclusive to Grandmaster warriors that allow them to enter a combination burst right away without requiring full adrenaline and outside of combination burst cooldown. Grandmaster techniques will replace the first burst sequence when used, giving you access the second and final burst sequences.]

 

 

 

 

 

 

Major Adept

 

F1 combination burst skills grants Protection and vigor.

 

Major Adept

 

F2 combination burst skills grants Stability and vigor.

 

Major Adept

 

F3 combination burst skills grants Resistance and vigor

 

   

 

 

 

 

 

 

Minor Master

 

Final Combination Bursts inflict weakness on foes (once per target for multi hitting skills).

 

 

 

 

 

 

Major Master

 

A percentage of your vitality is converted to concentration. Staff strikes against foes with more health than you grants you might and quickness.  

 

Major Master

 

Grandmaster Technique skills require 10 less adrenaline to activate.

 

Major Master

 

Conditions and control effects inflicted by Combination bursts last longer.

 

   

 

 

 

 

 

 

Minor Grandmaster

 

Final combination bursts grants self resolution. Gain extra boons based on combos executed:

 

Three of a kind  (e.g. F2, F2, F2): Gain Might

Two of a kind (e.g F1, F3, F3): Gain Fury

Straight Flush: (e.g. F1, F2, F3): Gain Quickness

 

   

 

 

 

 

 

 

Major Grandmaster

 

Boons gained from Combination Bursts are shared with nearby allies.

 

Major Grandmaster

 

Upon completion of a Combination Burst sequence, gain Grandmaster’s Fortitude for 3s. [Grandmaster’s Fortitude: Causes all incoming damage within 300 units to glance. A percentage of incoming glancing hits is returned to you as healing.]

 

Major Grandmaster

 

Final Combination Bursts deal more damage. All final combination bursts inflict torment. (Once per target for multi hitting skills)

 

 

 

 

 

       

 

 

Profession Mechanic

 

Staff

 

First Burst Sequence

 

F1: Leap and strike your target, gain Swiftness.

F2: Vault yourself, become untargetable for 1s.

F3: Strike your target with an undercut before slamming them back down with an overhead strike, dazing them.

 

 

Second Burst Sequence

 

F1: Leap and strike your target, then leap again, gaining might.

F2: Adjust your stance, blocking attacks. Your next burst sequence deals increased damage and inflicts Slow and Vulnerability.

F3: Strike your target’s weak spots, inflicting weakness.

 

 

Final Burst Sequence

 

F1: Leap a long distance and strike your target. Gain quickness, might, and swiftness.

F2: Sweep at your target’s footing, knocking a single target down before delivering an overhead strike, dealing heavy damage.

F3: Spin your staff several times, dealing AOE damage and knocking back foes on the last strike.

 

 

 

 

 

 

Greatsword

 

First Burst Sequence

 

F1: Perform an uppercut launching slash against a single foe. Gain Might.

F2: Daze your target with a hilt bash. Gain Vigor.

F3: Focus your stance. Deals no damage, Removes all inhibiting conditions and gain might and Vigor.

 

 

Second Burst Sequence

 

F1: Lunge and perform a horizontal slash towards your foe

F2: Perform a powerful horizontal slash that releases a piercing shockwave damaging foes in front of you.

F3: Stab your foe multiple times in a cone in front of you, inflicting vulnerability.

 

 

Final Burst Sequence

 

F1: Lunge and perform a wide arcing horizontal slash that knocks back multiple targets.

F2: Perform a horizontal and diagonal slash that releases 2 piercing shockwaves in front of you.

F3: Deliver a fatal stab that deals bonus damage against vulnerable foes.

 

 

 

 

Hammer

 

First Burst Sequence

 

F1: Smash the ground, dealing damage to nearby enemies and grants nearby allies protection. Blast finisher, unable to move while casting.

F2: Smash the ground, dealing damage to nearby enemies and grant nearby allies Stability. Blast finisher, unable to move while casting.

F3: Smash the ground, dealing damage to nearby enemies and grant nearby allies Resistance. Blast finisher, unable to move while casting.

 

 

Second Burst Sequence

 

F1: Smash the ground again, dealing damage to nearby enemies and cause foes to knockdown for 1s. Blast finisher, unable to move while casting.

F2: Smash the ground again, dealing damage to nearby enemies and cause bonus damage against enemies that are below 50% health. Blast finisher, unable to move while casting.

F3: Smash the ground again, dealing damage to nearby enemies and inflicting vulnerability, weakness, and blindness on nearby foes. Blast finisher, unable to move while casting.

 

 

Final Burst Sequence

 

F1: Deliver a final overhead smash on the area surrounding you, dealing massive damage against enemies that are in a state of control. Blast finisher, unable to move while casting.

F2: Deliver a final overhead smash on the area surrounding you, dealing massive damage against enemies that are below 25% health. Blast finisher, unable to move while casting.

F3: Leap into the air, becoming untargetable for 1 second before crashing down with a wide AOE attack. Blast finisher, unable to move while casting.

 

 

 

 

Longbow

 

First Burst Sequence

 

F1: Barrage the target area with bleeding arrows. (no field, 1 strike)

F2: Barrage the target area with crippling arrows. (no field, 1 pulse)

F3: Barrage the target area with explosive arrows. (no field, 1 pulse)

 

 

Second Burst Sequence

 

F1: Barrage the target area with poison arrows. (no field, 1 pulse)

F2: Barrage the target area with weakening arrows. (no field, 1 pulse)

F3: Barrage the target area with dazing arrows. (no field, 1 pulse)

 

 

Final Burst Sequence

 

F1: Barrage the target area with burning arrows. (no field, 1 pulse)

F2: Barrage the target area with immobilizing arrows. (no field, 1 pulse)

F3: Barrage the target area with stunning arrows. (no field, 1 pulse)

 

 

 

 

Rifle

 

First Burst Sequence

 

F1: Rapidly fire multiple shots at your target’s general direction, piercing and striking multiple targets in the crossfire.

F2: Throw a flash grenade at your target area, stunning and blinding targets in the area. Creates light field.

F3: Fire a shot shell, dealing high damage to foes in front of you in a cone.

 

 

Second Burst Sequence

 

F1: Rapidly fire multiple shots at the target’s general direction, piercing and striking multiple targets in the crossfire.

F2: Reload, does no damage but prepares the next sequence for bonus damage. Grants self Might, Quickness, and Fury.

F3: Fire an unblockable shotgun slug, knocking down your target

 

 

Final Burst Sequence

 

F1: Rapidly fire multiple shots at the target’s general direction, piercing and striking multiple targets in the crossfire.

F2: Fire an armor piercing shot at your target. Deals bonus damage based on your foe’s toughness and if the target has protection.

F3: Deliver a fatal headshot, deal bonus damage to targets that are not moving or targets facing you. Glances if target is facing away or moving.

 

 

 

Axe

 

First Burst Sequence

 

F1: Lunge and strike the area in front of you. Inflict Vulnerability

F2: Throw your axe, inflict crippled.

F3: Ready your stance. Gain might and Fury.

 

 

Second Burst Sequence

 

F1: Lunge and strike the area in front of you twice. Inflict Vulnerability

F2: Throw multiple axes at the target area, inflicting crippled.

F3: Ready your stance. Gain a damage boost for final burst.

 

 

Final Burst Sequence

 

F1: Lunge and evade towards the target area, unleashing a flurry of strikes that deals bonus damage against vulnerable foes.

F2: Throw an axe that knocks down your target.

F3: Unleash a devastating unblockable strike.

 

 

 

 

Mace

 

First Burst Sequence

 

F1: Leap and strike your foe, inflicting weakness

F2: Strike and daze your foe

F3: Strike your foe with an unblockable attack, gain resistance

 

 

Second Burst Sequence

 

F1: Leap and strike your foe, inflicting vulnerability

F2: Strike your foe with an unblockable attack, gain stability

F3: Strike and daze your foe

 

 

Final Burst Sequence

 

F1: Leap and strike your foe, dealing more damage against foes with weakness and vulnerability

F2: Strike and stun your foe

F3: Strike your foe with an unblockable attack, deals more damage if target is blocking. Gain Fury.

 

 

 

 

Sword

 

First Burst Sequence

 

F1: Evade and slash your foe.

F2: Lunge and stab your foe multiple times, inflict bleeding

F3: Disarm your foe, inflict daze and weakness.

 

 

Second Burst Sequence

 

F1: Evade and stab your foe

F2: Thrust your sword, inflict bleeding

F3: Ready your stance for a decisive strike. (No damage) gain Fury, might, and quickness. Next attack deals bonus damage.

 

 

Final Burst Sequence

 

F1: Evade and strike your foe several times.

F2: Leap and thrust your sword, launching and inflicting torment on your foe.

F3: Deliver a fatal strike with your sword against downed foes.

 

 

Harpoon Gun

 

First Burst Sequence

 

F1: Rapidly fire multiple shots at your target’s general direction, piercing and striking multiple targets in the crossfire.

F2: Fire a spear shot, inflict weakness and vulnerability.

F3: Fire a spear shot, gain quickness.

 

 

Second Burst Sequence

 

F1: Rapidly fire multiple shots at your target’s general direction, piercing and striking multiple targets in the crossfire.

F2: Reload, does no damage but prepares the next sequence for bonus damage. Grants self Might, Quickness, and Fury.

F3: Fire a spear shot that dazes your target.

 

 

Final Burst Sequence

 

F1: Rapidly fire multiple shots at your target’s general direction, piercing and striking multiple targets in the crossfire.

F2: Fire a spear shot that inflicts bleeding and torment.

F3: Fire a spear shot that pulls the target to you.

 

 

 

 

Spear

 

First Burst Sequence

 

F1: Evade and spin towards your target, striking foes along the way and inflicting cripple.

F2: Rapidly jab your target with strikes, inflict bleeding

F3: Immobilize your foe.

 

 

Second Burst Sequence

 

F1: Evade and spin towards your target, striking foes along the way and inflicting slow.

F2: Rapidly jab your target with strikes, inflict torment

F3: Daze your foe.

 

 

Final Burst Sequence

 

F1: Evade and spin towards your target, striking foes along the way and inflicting weakness.

F2: Deliver a lethal strike, deals more damage against foes with bleeding or torment.

F3: Stun your foe.

 

 

 

Staff Skills

 

1

 

Auto Attack chain, swipe your staff at your target. Gain adrenaline if you strike a weakened target.

2

 

Swing your staff with a large arcing radius 3 times, striking up to 5 targets 3x

3

 

Overhead smash a target, inflict weakness.

4

 

Lunge forward 4 times, striking twice each time.

5

 

Deliver a forceful strike that knocks back foes and inflict weakness.

 

Utility Skills

 

Healing

 

Requires 20 adrenaline to use. Removes 4 conditions and Imbues your weapon with your conditions. Your next combination burst attack will inflict the conditions over on the next outgoing strike. Heal for every condition transferred. 30s CD

Utility 1

 

Requires 20 adrenaline to use. Focus - gain stability, protection, resolution, and resistance. 45s CD

Utility 2

 

Requires 20 adrenaline to use. Focus – inflict torment, vulnerability, and weakness on your next combination burst attack. 30s CD

Utility 3

 

Requires 20 adrenaline to use. Focus – Evade for 2 seconds. 45s CD

Elite

 

Requires 20 adrenaline to use. Grant nearby allies Grandmaster’s fortitude for 4s, causing all incoming damage within range (300 units) to glance. A percentage of Incoming glancing damage heal. 75s CD

 

Edited by TheBravery.9615
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@TheBravery.9615

27 different combinations per weapon.... with warriors big arsenal of weapons. This is absolute madness.

 

Weaver was a mistake, simply for this. Now the mains of all classes think they should get an elite spec with 100+ new skills and combinations "because ele got it, so why not us?". XD

 

Like, the general idea of having combo bursts is cool and all, but come on, that is just overdoing it. Why not something simpler, like giving warriors new burst skills which are like the dual wielding skills of thief, determined by both weapons of your set instead of just the mainhand weapon?

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Bloodmage sounds more like a Berserker... or rather Deadmage.

 

Mesmers already have pistol weapon unless you mean main hand, would also prefer a spec that doesn't heavily use clones, because most players hate fighting "4 people", usually their biggest complaint about them.

 

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Yerah, Mesmer Pistol Mainhand of course.

And with Simulacrum you would have only 1 Simulacrum.

So theres the Mesmer, the Simulacrum and Phantasms and no clones at all.

 

First Clone: Becomers the Simulacrum

Next Clone: Spawns as Phantasm, then doesnt become a clone, but improves the Simulacrum.

 

So instead of Mesmer + 3 lookalike Clones you'd  only have to fight the Mesmer and the lookalike Simulacrum.

 

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On 5/14/2021 at 8:23 PM, Sunshine.5014 said:

Necromancer: small trade off, deathshroud

You call losing a second health bar for abilities that consume your own hp a small trade off? 

 

That specc has no hope of working well in PvP because Ur gonna drop yourself below a health threshold and get 1 shot by someone lol.

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On 5/14/2021 at 12:50 PM, Blumpf.2518 said:

 

Warrior-Samurai:
Loses Weaponswap. F1 Cooldown is reduced to 5 Seconds.
Every different attack within 5 seconds creates a combo-point. F1 consumes all Combo-Points and increases damage of the F1 skill by 10% for each consumed Combopoint.
No New Weapons, but instead gains enhanced Weapon Specialization as first Trait:
10% Damagebonus, 10% Attackspeedbonus, 10% cooldown reduction with all Weapons.
Samurai-Shouts are improved and create combopoints.

 

Guardian-Blackguard:
Virtues now become sinful spirits that can be summoned to haunt the enemy.
New Weapon: Mainhand-Shield
Meditations become Curses that weaken and damage enemies.

 

Revenant: Spirit-Shaman
Summoned Legends summon more spirits the mists who attack the enemies.
New Weapon: Greatsword
New Legend: Tybalt

 

Thief: Ninja
F1 becomes a finishing move.
Whenever a Skill uses Combopoints, the thief gets 1 Chi. F1 consumes all Chi and deals increased damage per point of Chi.
New Weapon: Greatsword
New Skills: Mantras

 

Ranger: Master of the Hunt
Both Pets are active at the same time
New Weapon: Rifle
Survival Skills are improved.

 

Engineer: Golemancer
Turrets become Golems that follow the Engineer. The Golemancer can absorb the Golems and use them as armor for some time. While worn as Armor the Engineers Attacks are improved by the Turrets/Golems Skill.
Supply Crate Elite Skill changes to 0m3g4-G0l3m. It drops the usual supply crate stuff but then all turrets/Golems (utility skills turrets/Golems) are fused into an 0m3g4-G0l3m who is stronger the more turrets it absorbed.
New Weapon: Staff

 

Necro: Bloodmage
Deathshroud becomes the Bloodshroud. If Bloodshroud is activated it cannot be deactivated for some time. Damage taken doesnt reduce Bloodshroud Energy, but reduces Hitpoints. While in Bloodshroud every Skill consumes Bloodshroud energy and Hitpoints. While in Bloodshroud, all Skills deal increased damage. If the Necro runs out of Lifeforce while in Bloodshroud, his skills consume additional Hitpoints instead of Bloodshroud energy.
New Weapon: Sword
Spectral Skills become Bloodmagic Skills that focus on gaining Bloodshroud Energy or restoring Hitpoints.

 

Elementalist: Arcanist
Gains ARCANE as new Element, but loses his F4. F1 ist always bound to Arcane Element and F2+F3 can be assigned to 2 of the 4 elements. (Gains new Arcane Element, but loses 2 other Elements).
New Weapon: Mainhand Focus
Arcane Skills are improved

 

Mesmer: Simulacrum
Whenever the Mesmer would summon a clone, he summons the simulacrum instead.
The Simulacrum is a copy of the Mesmer that uses all the attacks and skills of the Mesmer.
If the Mesmer has an active Simulacrum, every Skill that would summon clones, summons phantasms instead that do the same as the clone would do.
The Simulacrum starts at 10% of the Mesmers damage and Hitpoints, but everytime a Phantasm would become a clone, the simulacrums max. life and damage is increased by 10% up to 50%
New Weapon: Pistol
New Skill: F5 The Mesmer becomes the Simulacrum and the Simulacrum becomes the Mesmer. They exchange position. Enemies that targeted the Mesmer will now target the Simulacrum instead and vice versa.
Manipulation Skills are improved.

 

 

One big thing I'd like to point out. 

 

Your ranger idea basically would mean core ranger is completely nullified if you launch a elite with 2 pets at full strength. Imho that shouldn't happen. 

 

Core ranger should have the best pets

Druids in second

Soulbeasts optional. 

 

I think the next ranger specc should be Nature's Warden. Which replaces permanant pets with temporary wardens. 

 

New weapon - Hammer. 

 

It's abilities based of natural force. I.e earthquake, tornados. 

 

F1-F5 would basically summon it's temporary pets. Which would jump at the target location and output a effect based on which ones you use. 

 

New utility would be auras. 

 

It's trade off would basically be, pet utility, beast skills and abilities which require a pet such as sic'em 

 

It's unique selling point being able to combine nature's elements to create potent attacks. 

 

For example you could summon your fire spirit into a location with tornado to create a fire tornado to do additional burn damage. 

 

Earthquake into wind spirit to throw rocks at targets around the person. .

 

Etc etc. 

 

This would basically be as if the ranger was both the character and the pet. Allowing it to basically combine with the nature's spirit to output damage combinations. 

 

 

 

Edited by Daddy.8125
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  • 5 months later...
On 11/17/2021 at 5:40 PM, Zacchary.6183 said:

Reaper is a death knight and guardian's magic is based on light and fire. Having guardian suddenly wield shadows and darkness would be lore-breaking

While I think it'd be cool to see this sorta thing where classes change their colours and the themes altered abit yeah guardians becoming a dark warrior would be abit of a stretch. 

As ATM as seen with EoDs Anet are starting to struggle coming up with unique ideas with animations due to currently so locked to the proffessions colours and more. 

Maybe something more of a neutral alignment would likely be doable with guardian but yeah running pure darkness would be throwing guardian to reaper effectively 

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On 5/14/2021 at 8:50 AM, Blumpf.2518 said:

Warrior-Samurai:
Loses Weaponswap. F1 Cooldown is reduced to 5 Seconds.
Every different attack within 5 seconds creates a combo-point. F1 consumes all Combo-Points and increases damage of the F1 skill by 10% for each consumed Combopoint.
No New Weapons, but instead gains enhanced Weapon Specialization as first Trait:
10% Damagebonus, 10% Attackspeedbonus, 10% cooldown reduction with all Weapons.
Samurai-Shouts are improved and create combopoints.

So yet another dps spec. This is no better (nor different in any way) to the BS we got.

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9 hours ago, Daddy.8125 said:

While I think it'd be cool to see this sorta thing where classes change their colours and the themes altered abit yeah guardians becoming a dark warrior would be abit of a stretch. 

As ATM as seen with EoDs Anet are starting to struggle coming up with unique ideas with animations due to currently so locked to the proffessions colours and more. 

Maybe something more of a neutral alignment would likely be doable with guardian but yeah running pure darkness would be throwing guardian to reaper effectively 

I think guardian would do better if the guard/necro combo made it into a sort of life-based necromancer instead. Have them be a good rezbot. As for a dark knight, I already made a (mostly) lore-friendly version for thief in my siggy.

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57 minutes ago, Zacchary.6183 said:

I think guardian would do better if the guard/necro combo made it into a sort of life-based necromancer instead. Have them be a good rezbot. As for a dark knight, I already made a (mostly) lore-friendly version for thief in my siggy.

I'm a sucker for the darker themed paladin concept. I did once try to think of a way to make it lore-friendly. But everytime I arrived at a situation where it'd be almost worth making a new proffession. 

 

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