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Headcase.4618

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Posts posted by Headcase.4618

  1. Since we're sharing, here are my ideas for e-specs that I've worked out so far

     

    # 1. Guardian/Avenger: dps-focused spec.

    Lore: Not wanting his skills to go to waste, a faction of Cantha's guardians, who came to be known as "Avengers," incorporated Shiro Tagachi's twin sword style into their fighting techniques, allowing them to strike at enemies even faster then before

    Weapon: Off-hand sword

    Armor: Shoulder

    Profession mechanic: Virtues become Furies*. a combination of Tempest's overload and warrior's adrenaline, Each fury can charge up over time with each attack. Once charged they can release an AoE field that has different effects depending on the fury used. Furious Justice; damage/burning, Furious Resolve; healing/condi cleanse, and Furious Courage; stability/resistance. The major drawback is that they can only focus on one fury at a time so you need to keep that in mind during battle

    Utility skills: Rage. These skills can speed up the charging time of furies when used

     

    # 2. Revenant/Savant: dps-focused (plus some condi) spec.

    Lore: Oola and Zinn were master and apprentice turned bitter rivals in the world of golemancy. Now revenants can channel both of their legends and talents as Savants

    Weapon: Scepter, focus, or dagger**

    Armor: Gloves

    Profession mechanic: Channels the legends of golemancers, Oola and Zinn, doing so causes a classic golem to appear that never strays too far from your current location. Grants unique profession skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and your golem to siphon health and convert boons into conditions. Utility skills: Legendary Savant skills. Unique only to savants, these allow the player to command your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas and rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet.

     

    # 3. Warrior/Monk: Support-focused spec.

    Lore: Naming themselves after the monks of old, these warriors seek inner peace and balance, even in the heat of battle

    Weapon: Melee staff

    Armor: Gloves

    Profession Mechanic: Serenity. Similar to the Berserk mode of berserkers, it is a unique burst skill that alters existing burst skills to grant different boons to themselves and allies depending on which burst skill is used

    Utility skills: Mantras.

     

    # 4. Engineer/Apothecary or Aethermancer***:

     

    4a. Apothecary: Condi-focused spec

    Lore: Apothecaries are masters of chemicals that have studied various elixirs and poisons over the years and uses this knowledge to enhance their fighting capabilities

    Weapon: main hand/dual wield axes***

    Armor: Gloves

    Profession mechanic: n/a

    Utility skill: Chemicals. similar to Thief's venom skills, these can add additional conditions and/or boons to your weapon skills or create aoe fields that can harm enemies and buff allies.

    Note: This could potentially bring back old traits such as Acidic Elixirs and Acid coating.

     

    4b: Aethermancer: CC-focused spec

    Lore: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as Aethermancers

    Weapon: Main-hand mace

    Armor: Gloves

    Profession mechanic: N/A

    Utility skills: Aether weapons. Summons weapons of pure aether energy to attack or defend, similar to guardian's spirit weapons

     

    # 5. Elementalist/Spellslinger: Ranged/dps-focused spec

    Lore: Some elementalists are not able to wield magic like their brethren. Fortunately, the ones in Cantha found a workaround for that by focusing the elements into specially made ammunition, allowing them to cast spells through pistols at great distances by simply pulling the trigger

    Weapon: Dual pistols

    Armor: Helm/chest (Maybe a trenchcoat like medium armor has)

    Profession mechanic: Attunements become ammunition. Spellslingers are able to attack without needing to be attuned to a specific element, and instead creates bullets that are based on one of the four elements. These bullets last for about 15 charges, but this can be increased to 20 through e-spec trait. they're able to switch to other ammo like before but if you do with while another set of ammo is active, you will lose the leftover charges and will have to wait until cooldown to use them again. The tradeoff is that all other weapon skills lose their original attunements unless activated again and instead use non-elemental arcane energy in their place

    Utility skills: Tricks

     

    # 6. Ranger/Warden: Dps/CC-focused spec

    Lore: Wardens were mysterious creatures that protected the Echovald Forests of Cantha. Now Rangers can learn their secrets and carry on their legacy of defending nature from those who would exploit it

    Weapon Hammer

    Armor: Boots/helm

    Profession mechanic: Build energy during combat to use unique skill to temporarily transform into large tree monster with CC.

    Utility skills: Punishments

     

    # 7. Thief/Gangleader: DPS/support-focused spec

    Lore: Various gangs run rampant in the criminal underworld. As a gangleader, you will command your underlings to do your bidding while aiding them in battle

    Weapon: Greatsword

    Armor: Gloves

    Profession mechanic: N/A

    Utility skills: Minions. Summon gang members with unique abilities and effects, similar to Necromancer's minions

     

    # 8. Mesmer/Psychomancer

    (I wasn't able to come up with anything that could work for mesmers, so now I support this person's idea called "The Psychomancer." Check it out here: https://en-forum.guildwars2.com/discussion/58284/the-psychomancer-mesmer-elite-specialization-suggestion )

     

    # 9. Necromancer/Seance: Support/ranged-focused spec

    Lore: Seances seek to bring peace to restless souls and protect them from otherworldly creatures that would harm them. They can also summon spirits to aid them in battle

    Weapon: Longbow/shortbow***

    Armor: Gloves

    Profession Mechanic: Replaces Death Shroud with Spirit Shroud. This grants unique skills that heals and buffs themselves and other players as well as do damage. #5 skill grants the user distortion for a few seconds

    Utility skills: Spirits. Similar to Ranger's spirits, seance's summon ghostly souls that cause effects depending on which ones where summoned. These skills can also be traited to grant distortion when activated

     

    *Name subject to change

    **would like to see a combination of two of these, even if it is unlikely that will happen.

    ***Either one could work

     

  2. Here's what I'd like to see for e-spec weapons;

     

    Guardian: OH sword

    Warrior: Staff

    Revenant: Scepter/focus/dagger*

    Ranger: Hammer

    Thief: Mace

    Engineer: Staff/mace**

    Mesmer: Dual daggers

    Elementalist: Dual pistols

    Necromancer: Longbow/shortbow*

     

    *Either/or

    **I have two different e-spec ideas for engi

  3. > @"Lily.1935" said:

    > How would that work if the ele decides not to use pistols? You're more than welcome to describe it here.

     

    For now I'm considering replacing their other weapon skills with a kind of neutral aether energy in place of the elemental attunements. They can still use the ammo system for their other weapons as well. It's all still a work in progress though, so this might change later

  4. > @"Lily.1935" said:

    > > @"DemonSage.6317" said:

    > > > @"HotDelirium.7984" said:

    > > > Engineer- I want a fun- light-hearted spec like Sous Chef- splattering crippling cake-batter, buffing people with sweets (like the Bday gun), and cutting those deep like Gordon Ramsey.

    > > lolololol. This gave me a good laugh. As an Engi main, I can't imagine the reaction of other players as they see a Sous-Chef Engi walk up to the Boss and start raining cakes and pastries to great effect (or more like terrible, knowing Anet's dislike for engi). I am not actually opposed to a fun, light-hearted e-spec but I hope its a 4th one rather than in the next expansion.

    > > > @"Headcase.4618" said:

    > > > 5. Elementalist/Spellslinger: Gains dual pistols and helm armor.

    > > This is a great idea. The concept of a spellslinger theme is really cool for Elementalist.

    >

    > You done necroed my post! Woah!

    >

    > But as for the sous-chef idea, I think that sort of idea would work better as skill skins. Which has been an idea floating around for a while. Like replacing med kits with cupcakes or turrets in the style of Asura tech.

    >

    > As for Ele, My my position is evolving. But what exactly would a spellslinger do different than what ele already does?

     

    I've actually expanded on it a bit since then. Here's what I've come up with https://en-forum.guildwars2.com/discussion/113030/elite-spec-idea-spellslinger#latest

  5. Since we're sharing, here are my ideas for e-specs!

     

    (SOME OF THESE ARE STILL WORKS-IN-PROGRESS, SO KEEP AN OPEN MIND WHEN RESPONDING)

     

    Guardian/Avenger: dps-focused spec.

    Lore: Not wanting his skills to go to waste, a faction of Cantha's guardians, who came to be known as "Avengers," incorporated Shiro Tagachi's twin sword style into their fighting techniques, allowing them to strike at enemies even faster then before

    Weapon: Off-hand sword

    Armor: Shoulder

    Profession mechanic: Virtues become Furies*. a combination of Tempest's overload and warrior's adrenaline, Each fury can charge up overtime with each attack. Once charged they can release an AoE field that has different effects depending on the fury used. Furious Justice; damage/burning, Furious Resolve; healing/condi cleanse, and Furious Courage; stability/resistance. The major drawback is that they can only focus on one fury at a time so you need to keep that in mind during battle

    Utility skills: Rage. These skills can speed up the charging time of furies when used

     

    Revenant/Savant: dps-focused (plus some condi) spec.

    Lore: Oola and Zinn were master and apprentice turned bitter rivals in the world of golemancy. Now revenants can channel both of their legends and talents as Savants

    Weapon: Scepter, focus, or dagger**

    Armor: Gloves

    Profession mechanic: Channels the legends of golemancers, Oola and Zinn, doing so causes a classic golem to appear that never strays too far from your current location. Grants unique profession skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and your golem to siphon health and convert boons into conditions. Utility skills: Legendary Savant skills. Unique only to savants, these allow the player to command your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas and rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet.

     

    Warrior/Monk: Support-focused spec.

    Lore: Naming themselves after the monks of old, these warriors seek inner peace and balance, even in the heat of battle

    Weapon: Melee staff

    Armor: Gloves

    Profession Mechanic: Serenity. Similar to the Berserk mode of berserkers, it is a unique burst skill that alters existing burst skills to grant different boons to themselves and allies depending on which burst skill is used

    Utility skills: Mantras.

     

    Engineer/Apothecary or Aethermancer***:

     

    4a. Apothecary: Condi-focused spec

    Lore: Apothecaries are masters of chemicals that have studied various elixirs and poisons over the years and uses this knowledge to enhance their fighting capabilities

    Weapon: main hand/dual wield axes***

    Armor: Gloves

    Profession mechanic: n/a

    Utility skill: Chemicals. similar to Thief's venom skills, these can add additional conditions and/or boons to your weapon skills or create aoe fields that can harm enemies and buff allies.

    Note: This could potentially bring back old traits such as Acidic Elixirs and Acid coating.

     

    4b: Aethermancer: CC-focused spec

    Lore: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as Aethermancers

    Weapon: Main-hand mace

    Armor: Gloves

    Profession mechanic: N/A

    Utility skills: Aether weapons. Summons weapons of pure aether energy to attack or defend, similar to guardian's spirit weapons

     

    Elementalist/Spellslinger: Ranged/dps-focused spec

    Lore: Some elementalists are not able to wield magic like their brethren. Fortunately, the ones in Cantha found a workaround for that by focusing the elements into specially made ammunition, allowing them to cast spells through pistols at great distances by simply pulling the trigger

    Weapon: Dual pistols

    Armor: Helm

    Profession mechanic: Attunements become ammunition. Spellslingers are able to attack without needing to be attuned to a specific element, and instead creates bullets that are based on one of the four elements. These bullets last for about 15 charges, but this can be increased to 20 through e-spec trait. they're able to switch to other ammo like before but if you do with while another set of ammo is active, you will lose the leftover charges and will have to wait until cooldown to use them again

    Utility skills: Tricks

     

    Ranger/Warden: Dps/CC-focused spec

    Lore: Wardens were mysterious creatures that protected the Echovald Forests of Cantha. Now Rangers can learn their secrets and carry on their legacy of defending nature from those who would exploit it

    Weapon Hammer

    Armor: Boots

    Profession mechanic: Build energy during combat to use unique skill to temporarily transform into large tree monster.

    Utility skills: Punishments

     

    Thief/Gangleader: DPS/support-focused spec

    Lore: Various gangs run rampant in the criminal underworld. As a gangleader, you will command your underlings to do your bidding while aiding them in battle

    Weapon: Main-hand/Dual mace(s) or Greatsword***

    Armor: Gloves

    Profession mechanic: N/A

    Utility skills: Minions. Summon gang members with unique abilities and effects, similar to Necromancer's minions

     

    Mesmer: (I wasn't able to come up with anything that could work for mesmers, so now I support this person's idea called "The Psychomancer." Check it out here: https://en-forum.guildwars2.com/discussion/58284/the-psychomancer-mesmer-elite-specialization-suggestion )

     

    Necromancer/Seance: Support/ranged-focused spec

    Lore: Seances seek to bring peace to restless souls and protect them from otherworldly creatures that would harm them. They can also summon spirits to aid them in battle

    Weapon: Longbow/shortbow***

    Armor: Gloves

    Profession Mechanic: Replaces Death Shroud with Spirit Shroud. This grants unique skills that heals and buffs themselves and other players as well as do damage. #5 skill grants the user distortion for a few seconds

    Utility skills: Spirits. Similar to Ranger's spirits, seance's summon ghostly souls that cause effects depending on which ones where summoned. These skills can also be traited to grant distortion when activated

     

    *Name subject to change

    **would like to see a combination of two of these, even if it is unlikely that will happen.

    ***Either one could work

  6. Since we're sharing, here are my ideas for e-specs!

     

    (SOME OF THESE ARE STILL WORKS-IN-PROGRESS, SO KEEP AN OPEN MIND WHEN RESPONDING)

     

    Guardian/Avenger: dps-focused spec.

    Lore: Not wanting his skills to go to waste, a faction of Cantha's guardians, who came to be known as "Avengers," incorporated Shiro Tagachi's twin sword style into their fighting techniques, allowing them to strike at enemies even faster then before

    Weapon: Off-hand sword

    Armor: Shoulder

    Profession mechanic: Virtues become Furies*. a combination of Tempest's overload and warrior's adrenaline, Each fury can charge up overtime with each attack. Once charged they can release an AoE field that has different effects depending on the fury used. Furious Justice; damage/burning, Furious Resolve; healing/condi cleanse, and Furious Courage; stability/resistance. The major drawback is that they can only focus on one fury at a time so you need to keep that in mind during battle

    Utility skills: Rage. These skills can speed up the charging time of furies when used

     

    Revenant/Savant: dps-focused (plus some condi) spec.

    Lore: Oola and Zinn were master and apprentice turned bitter rivals in the world of golemancy. Now revenants can channel both of their legends and talents as Savants

    Weapon: Scepter, focus, or dagger**

    Armor: Gloves

    Profession mechanic: Channels the legends of golemancers, Oola and Zinn, doing so causes a classic golem to appear that never strays too far from your current location. Grants unique profession skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and your golem to siphon health and convert boons into conditions. Utility skills: Legendary Savant skills. Unique only to savants, these allow the player to command your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas and rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet.

     

    Warrior/Monk: Support-focused spec.

    Lore: Naming themselves after the monks of old, these warriors seek inner peace and balance, even in the heat of battle

    Weapon: Melee staff

    Armor: Gloves

    Profession Mechanic: Serenity. Similar to the Berserk mode of berserkers, it is a unique burst skill that alters existing burst skills to grant different boons to themselves and allies depending on which burst skill is used

    Utility skills: Mantras.

     

    Engineer/Apothecary or Aethermancer***:

     

    4a. Apothecary: Condi-focused spec

    Lore: Apothecaries are masters of chemicals that have studied various elixirs and poisons over the years and uses this knowledge to enhance their fighting capabilities

    Weapon: main hand/dual wield axes***

    Armor: Gloves

    Profession mechanic: n/a

    Utility skill: Chemicals. similar to Thief's venom skills, these can add additional conditions and/or boons to your weapon skills or create aoe fields that can harm enemies and buff allies.

    Note: This could potentially bring back old traits such as Acidic Elixirs and Acid coating.

     

    4b: Aethermancer: CC-focused spec

    Lore: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as Aethermancers

    Weapon: Main-hand mace

    Armor: Gloves

    Profession mechanic: N/A

    Utility skills: Aether weapons. Summons weapons of pure aether energy to attack or defend, similar to guardian's spirit weapons

     

    Elementalist/Spellslinger: Ranged/dps-focused spec

    Lore: Some elementalists are not able to wield magic like their brethren. Fortunately, the ones in Cantha found a workaround for that by focusing the elements into specially made ammunition, allowing them to cast spells through pistols at great distances by simply pulling the trigger

    Weapon: Dual pistols

    Armor: Helm

    Profession mechanic: Attunements become ammunition. Spellslingers are able to attack without needing to be attuned to a specific element, and instead creates bullets that are based on one of the four elements. These bullets last for about 15 charges, but this can be increased to 20 through e-spec trait. they're able to switch to other ammo like before but if you do with while another set of ammo is active, you will lose the leftover charges and will have to wait until cooldown to use them again

    Utility skills: Tricks

     

    Ranger/Warden: Dps/CC-focused spec

    Lore: Wardens were mysterious creatures that protected the Echovald Forests of Cantha. Now Rangers can learn their secrets and carry on their legacy of defending nature from those who would exploit it

    Weapon Hammer

    Armor: Boots

    Profession mechanic: Build energy during combat to use unique skill to temporarily transform into large tree monster.

    Utility skills: Punishments

     

    Thief/Gangleader: DPS/support-focused spec

    Lore: Various gangs run rampant in the criminal underworld. As a gangleader, you will command your underlings to do your bidding while aiding them in battle

    Weapon: Main-hand/Dual mace(s) or Greatsword***

    Armor: Gloves

    Profession mechanic: N/A

    Utility skills: Minions. Summon gang members with unique abilities and effects, similar to Necromancer's minions

     

    Mesmer: (I wasn't able to come up with anything that could work for mesmers, so now I support this person's idea called "The Psychomancer." Check it out here: https://en-forum.guildwars2.com/discussion/58284/the-psychomancer-mesmer-elite-specialization-suggestion )

     

    Necromancer/Seance: Support/ranged-focused spec

    Lore: Seances seek to bring peace to restless souls and protect them from otherworldly creatures that would harm them. They can also summon spirits to aid them in battle

    Weapon: Longbow/shortbow***

    Armor: Gloves

    Profession Mechanic: Replaces Death Shroud with Spirit Shroud. This grants unique skills that heals and buffs themselves and other players as well as do damage. #5 skill grants the user distortion for a few seconds

    Utility skills: Spirits. Similar to Ranger's spirits, seance's summon ghostly souls that cause effects depending on which ones where summoned. These skills can also be traited to grant distortion when activated

     

    *Name subject to change

    **would like to see a combination of two of these, even if it is unlikely that will happen.

    ***Either one could work

     

     

  7. Savant: dps-focused (plus some condi) spec.

     

    Lore: Oola and Zinn were master and apprentice turned bitter rivals in the world of golemancy. Now revenants can channel both of their legends and talents as Savants

     

    Weapon: Scepter, focus, or dagger*

     

    Armor: Gloves

     

    Profession mechanic: Channels the legends of golemancers, Oola and Zinn, doing so causes a classic golem to appear that never strays too far from your current location. Grants unique profession skills, Zinn's Enhancements (f3) to boost golem's stats and your own, and Oola's Necrosis (f4) to allow you and your golem to siphon health and convert boons into conditions. Utility skills: Legendary Savant skills. Unique only to savants, these allow the player to command your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas and rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet.

     

    *Would like to see a combination of two of these, even if it is unlikely that will happen.

  8. I know I'm probably gonna get some hate for this, but hesr me out.

     

    You know when Anet ran that design-a-weapon contest some years ago and the best ones got added to the game? What I'm thinking is what if they did that but with outfits? You could design an outfit for the characters to wear, and the best ones would be added to the game. The entries could be divided into different categories such as "stylish," "practical," "casual," etc, and the whole thing might help boost ppl's interest in them if they're contributing to them.

     

    What do you guys think?

  9. Here's my idea for an elite spec; The Seance

     

    Support/ranged-focused spec

     

    Lore: Seances seek to bring peace to restless souls and protect them from otherworldly creatures that would harm them.

    Weapon: Longbow/shortbow

    Armor: Gloves

    Profession Mechanic: Replaces Death Shroud with Spirit Shroud. This grants unique skills that heals and buffs themselves and other players as well as do damage. #5 skill grants the user distortion for a few seconds

    Utility skills: Meditations

  10. I've been trying to come up with a mesmer e-spec that uses daggers but this is way better then what I had in mind. My question is how will it affect weapon skills that spawn clones? Will there abilities change beyond adding more hex power? Also, minor note, but would it be possible to add an off-hand dagger as well?

     

    One last thing; At least one of the utility skills should be a stun breaker. I'll let you decide which one that should be

  11. > @"FrownyClown.8402" said:

     

    > Also, i like this concept for ele. Ammo is a really unique way of handling attunements. Every attunement has 10 bullets and is reduced by 1 every auto or skill used. It wouldnt fit with an ele running pistol/dagger or dagger/pistol thematically though. I suggest you polish up the concept than suggest it on the suggestions wiki, since they technically cant take suggestions from the forums.

     

    That's fair. I guess I didn't take other weapon skills into consideration, Perhaps the weapon skills on their own would just use arcane energy as opposed to one of the elemental magics

     

    > @"AliamRationem.5172" said:

    > One thing I dislike about ele is being locked into one weapon set. I was thinking maybe a conjurer that can create a weapon for each attunement. As a trade-off they would only be able to access their actual weapon via an f5 or perhaps a utility.

    >

    > That way we could have pistols... and whatever else!

     

    I don't know if you've been away for a while, but they changed eles a LOT since then. Also, they already conjure weapons

  12. Here's an idea/wish for the next elite spec for eles, The spellslinger!

     

    Lore: Some elementalists are not able to wield magic like their brethren. Fortunately, the ones in Cantha found a workaround for that by focusing the elements into specially made ammunition, thus making spell casting as easy as pulling the trigger

    Weapon: Dual pistols

    Armor: Helm

    Profession mechanic: Attunements become ammunition. Spellslingers are able to attack without needing to be attuned to a specific element, and instead uses bullets that are based on one of the four elements. These bullets last for about 15 charges, but this can be increased to 20 through e-spec trait. they're able to switch to other ammo like before but if you do with while another set of ammo is active, you will lose the leftover charges and will have to wait until cooldown to use them again

    Utility skills: Tricks/Preperations

     

    What do you think?

  13. Made some changes to some of my elite spec ideas. Let me know what you think

     

    (SOME OF THESE ARE STILL WORKS-IN-PROGRESS, SO KEEP AN OPEN MIND WHEN RESPONDING)

     

    1. Guardian/Avenger: dps-focused spec.

    Lore: Not wanting his skills to go to waste, a faction of Cantha's guardians, who came to be known as "Avengers," incorporated Shiro Tagachi's twin sword style into their fighting techniques, allowing them to strike at enemies even faster then before

    Weapon: Off-hand sword

    Armor: Shoulder

    Profession mechanic: Virtues become Furies*. a combination of Tempest's overload and warrior's adrenaline, Each fury can charge up overtime with each attack. Once charged they can release an AoE field that has different effects depending on the fury used. Furious Justice; damage/burning, Furious Resolve; healing/condi cleanse, and Furious Courage; stability/resistance. The major drawback is that they can only focus on one fury at a time so you need to keep that in mind during battle

    Utility skills: Rage. These skills can speed up the charging time of furies when used

     

    2. Revenant/Savant: dps-focused (plus some condi) spec.

    Lore: Oola and Zinn were master and apprentice turned bitter rivals in the world of golemancy. Now revenants can channel both of their legends and talents as Savants

    Weapon: Scepter, focus, or dagger**

    Armor: Gloves

    Profession mechanic: Channels the legends of golemancers, Oola and Zinn, doing so causes a classic golem to appear that never strays too far from your current location. Grants unique profession skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and your golem to siphon health and convert boons into conditions. Utility skills: Legendary Savant skills. Unique only to savants, these allow the player to command your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas and rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet.

     

    3. Warrior/Monk: Support-focused spec.

    Lore: Naming themselves after the monks of old, these warriors seek inner peace and balance, even in the heat of battle

    Weapon: Melee staff

    Armor: Gloves

    Profession Mechanic: Serenity. Similar to the Berserk mode of berserkers, it is a unique burst skill that alters existing burst skills to grant different boons to themselves and allies depending on which burst skill is used

    Utility skills: Mantras.

     

    4. Engineer/Apothecary or Aethermancer***:

     

    4a. Apothecary: Condi-focused spec

    Lore: Apothecaries are masters of chemicals that have studied various elixirs and poisons over the years and uses this knowledge to enhance their fighting capabilities

    Weapon: Torch

    Armor: Gloves

    Profession mechanic: Douses player in volatile chemicals granting retaliation and causing various conditions to enemies when hit, after a few seconds the player ignites the chemicals causing an explosion that knocks back enemies and gives them burning damage. The drawback is that the player will also take damage from doing this so you must monitor your health when using this

    Utility skill: Chemicals. similar to Thief's venom skills, these can add additional conditions and/or boons to your weapon skills or create aoe fields that can harm enemies and buff allies.

    Note: This could potentially bring back old traits such as Acidic Elixirs and Acid coating.

     

    4b: Aethermancer: CC-focused spec

    Lore: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as Aethermancers

    Weapon: Main-hand mace

    Armor: Gloves

    Profession mechanic: N/A

    Utility skills: Aether weapons. Summons weapons of pure aether energy to attack or defend, similar to guardian's spirit weapons

     

    5. Elementalist/Spellslinger: Ranged/dps-focused spec

    Lore: Some elementalists are not able to wield magic like their brethren. Fortunately, the ones in Cantha found a workaround for that by focusing the elements into specially made ammunition, allowing them to cast spells through pistols at great distances by simply pulling the trigger

    Weapon: Dual pistols

    Armor: Helm

    Profession mechanic: Attunements become ammunition. Spellslingers are able to attack without needing to be attuned to a specific element, and instead creates bullets that are based on one of the four elements. These bullets last for about 15 charges, but this can be increased to 20 through e-spec trait. they're able to switch to other ammo like before but if you do with while another set of ammo is active, you will lose the leftover charges and will have to wait until cooldown to use them again

    Utility skills: Tricks

     

    6. Ranger/Warden: Dps/CC-focused spec

    Lore: Wardens were mysterious creatures that protected the Echovald Forests of Cantha. Now Rangers can learn their secrets and carry on their legacy of defending nature from those who would exploit it

    Weapon Hammer

    Armor: Boots***

    Profession mechanic: Build energy during combat to use unique skill to temporarily transform into large tree monster.

    Utility skills: Punishments

     

    7. Thief/Gangleader: DPS/support-focused spec

    Lore: Various gangs run rampant in the criminal underworld. As a gangleader, you will command your underlings to do your bidding while aiding them in battle

    Weapon: Main-hand/Dual mace(s)***

    Armor: Gloves

    Profession mechanic: N/A

    Utility skills: Minions. Summon gang members with unique abilities and effects, similar to Necromancer's minions

     

    8. Mesmer/Shinobi: Stealth/condi-focused spec

    Lore: The mesmers of Cantha have incorporated the stealth abilities of ancient Assassins as well as their modern day descendants, the thieves, to become Shinobi.

    Weapon: Dual daggers

    Armor: Glove

    Profession Mechanic: N/A

    Utility skills: N/A

     

    9. Necromancer/Seance: Support/ranged-focused spec

    Lore: Seances seek to bring peace to restless souls and protect them from otherworldly creatures that would harm them. They can also summon spirits to aid them in battle

    Weapon: Longbow/shortbow***

    Armor: Gloves

    Profession Mechanic: Replaces Death Shroud with Spirit Shroud. This grants unique skills that heals and buffs themselves and other players as well as do damage. #5 skill grants the user distortion for a few seconds

    Utility skills: Spirits. Similar to Ranger's spirits, seance's summon ghostly souls that cause effects depending on which ones where summoned. These skills can also be traited to grant distortion when activated

     

     

    *Name subject to change

    **would like to see a combination of two of these, even if it is unlikely that will happen.

    ***Either one could work

  14. I posted these on another thread a while back but here are some of my ideas (Fair warning, some of these are still works in progress and are subject to change)

     

    1. Guardian/Avenger: dps-focused spec. Gains an off-hand sword, shoulder armor, plus an overload ability for their virtues similar to Tempests. The drawback is that they can only focus on one virtue at a time, but once charged they can release an AoE field that has different effects depending on the virtue used. For Justice, it's damage/burning, Resolve gets healing/condi cleanse, and Courage gets stability/resistance

     

    2. Revenant/Savant: dps_focused (plus some condi) spec. Gains either scepter, focus, or dagger* and helm armor(maybe). Channels the legends of golemancers, Oola and Zinn and summons a large classic golem Gains unique skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and golem to siphon health and convert boons into conditions. Utility skills center around command skills that order your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas amd rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet.

     

    3. Warrior/Monk: Support-focused spec. Gains melee staff, glove armor, and mantra skills

     

    4. Engineer/Apothecary or Aethermancer: Apothecary: condi-focused spec. Gains a torch, and new utility skill, Chemicals. These behave like Thief's venom skills in that using them can add additional conditions to your weapon skills or create aoe fields that can harm enemies and buff allies. Brings back old traits Acidic Elixirs and Acid coating.

    Aethermancer: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as Aethermancers. Gains main-hand mace and glove armor. weapon summons (either like guard's spirit weapons) for utility skills

     

    5. Elementalist/Spellslinger: Gains dual pistols and helm armor.

     

    6. Ranger/Warden: Wardens were mysterious creatures that protected the Echovald Forests of Cantha. Now Rangers can learn their secrets and carry on their legacy of defending nature from those who would exploit it. Dps/CC-focused spec. Gains hammer and boot armor, as well as Rage utility skills. Build energy during combat to use unique skill to temporarily transform into large tree monster.

     

    7. Thief/Duelist**: Gains off-hand sword and glove armor.

     

    8. Mesmeror/Shinobi: Shinobi gains dual daggers.

     

    9. Necromancer/Deathblade or Executioner: Deathblade gains main-hand sword while Executioner gains hammer.

     

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