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VocalThought.9835

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Posts posted by VocalThought.9835

  1. > @"Kodama.6453" said:

    > > @"Taril.8619" said:

    > >

    > > It makes perfect sense.

    > >

    > > ANet doesn't **NEED** to give new weapon kits and by extention, new access to weapons for classes.

    > >

    > > They can simply give out thematic skins for their existing weapons to get the aethetics of that new E-Spec.

    > >

    > > However, they choose to give more access to existing weapon types to increase the number of weapon sets available.

    > >

    > > The same thing can be said about new weapon types too, if they plan on releasing a bunch more E-Specs then classes will start to end up being able to use every weapon in the game (I.e. As I mentioned, Warrior only has 5-6 weapons left they can't already use. If we want to look beyond weapon types given GW2's nature of not really caring about weapon types (I.e. Ranged Hammer and Greatsword) then Warrior only has 2x 2H weapons left, 2x MH weapons and 2x OH weapons) to which new weapon types will allow for more to be done.

    > >

    > > This pool of available weapons for classes can shrink quite fast if they also choose to do what they did with Spellbreaker and add a MH and OH weapon together at once.

    >

    > They can give out thematic skins for the existing weapons, however, the problem is that the classes often are also lacking weapons filling the gameplay niche the elite spec is supposed to fill.

    >

    > Look at druid, for example. Clearly designed as a support spec, since core ranger is strongly lacking in the ability to support their allies in a meaningful way. They got the celestial avatar and all, but outside of the celestial avatar, ranger doesn't really have alot of weapon sets to make them able to support. Considering how important the chosen weapons are for your playstyle in this game (we are not in GW1, where you could chose to just put spells on your bar, half your skill bar is determined by your weapons), some classes really need these additional weapons to open up the intended gameplay.

    >

    > Daredevil is another one. Designed as a bruiser spec for thief, a class which doesn't have any real weapons for the bruiser playstyle. Staff is adding quite alot of defensive mechanics for the thief by providing reflec, weakness, blind, evades.... all in one weapon kit. Even adds hard CC with the stealth attack to knock down enemies.

    >

    > This is why adding new weapons is needed. You say you want a support elite spec for the thief (I do, too), but which weapons should that spec wield if we don't add a new support focused weapon for them?

    > I think these newly added weapons are less about just "giving more weapon variety in general" and more about giving the spec a weapon in hand they can use in areas they are lacking.

    >

    > About your other argument: warrior is the only class really in danger of running out of weapons soon. And even warrior has 5 weapons left to get:

    > staff, pistol, shortbow, scepter, focus

    >

    > And all of these weapons can get implemented thematically in warrior one way or another.

    > * staff: polearm (requested by many players), either give it a spear or helbard playstyle

    > * pistol: don't think this will be hard to implement, we already see heavy armored pistol users in the new map

    > * shortbow: maybe more focused on mobility than langbow

    > * focus: signal device, for example like a gunbai dansen which was used to give signals to troops on the battlefield, or maybe the fistfighting weapon you are requesting

    > * scepter: could also be a signal device, have to admit that this is a stretch, tho

    >

    > Scepter is the most problematic to implement for me, but even without it, we have 4 weapons left which we can easily find a niche for.

    > Which means we still have room for 4 new elite spec.... we currently just have 2, third is coming. We can stretch elite specs for many years to come still, even for warrior. And I actually doubt that we will get so many more elite specs.

    >

    > So I don't really see the need to implement new weapons to the game. As I said, it is fun to dream about it. But realistically, I can't see there being enough benefit in new weapons for it to be worth for Anet to create them. The pool available is enough to fill all the needs for the coming years, even for warrior. Other classes have an even wider pool to pick from.

    >

     

    Actually, there are more weapon options than you guys think. POF showed that new elites can have access to weapons they already use in one hand add to another hand, like Ranger's Soulbeast. So to think we have to add weapons for new elites because we're running out of options makes no sense. Warrior already has a bola and thief has a scorpian wire as a utility skills, should they have been weapons too?

     

    I don't think they're going to be more than 5 elites, and even if so, there's enough weapons and weapon combinations they could currently use before coming out with more weapons. In fact your idea of weapon skins are fitting enough.

     

    I came up with my ideas of elites they could make with the current elite listed and the weapons that are currently in the game.

     

    Warrior-

    1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.

    2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.

    *3) Warlord with Melee Staff, hired Recruits, and Bursts turn to Marks to place on the ground to aid allies on the battlefield.

    *4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.

    *5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides new effect.

     

    Guardian-

    1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.

    2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.

    *3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time, like elementalist.

    *4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets to fight beside you.

    *5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities.

     

    Revenant-

    1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.

    2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.

    *3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.

    *4) Mist Walker with dual Pistols, the ability to use the mist offensively and defensively, and Merge Legend abilities, like the Weaver with their elements.

    *5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate which exceeds their abilities.

     

    Ranger

    1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar

    2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.

    *3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to transform into their pet, having all of their pets' abilities.

    *4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.

    *5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.

     

    Engineer

    1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.

    2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.

    *3) Machinist- with a main hand Mace, they can create gear for them and their allies, like ele conjure, and their new mechanic allows them to use their gears to assemble into a Battle Mech.

    *4) Technomancer with a Great Sword, and Physical Cybrotronics abilities, and Mana that alters their Cybrotronics.

    *5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.

     

    Thief

    1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.

    2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.

    *3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bonus to combat.

    *4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.

    *5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.

     

    Elementalist

    1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.

    2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.

    *3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.

    *4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.

    *5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

     

    Mesmer

    1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.

    2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.

    *3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.

    *4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.

    *5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.

     

    Necromancer

    1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.

    2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.

    *3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.

    *4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.

    *5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.

  2. > @"Taril.8619" said:

    > > @"VocalThought.9835" said:

    > > > @"Taril.8619" said:

    > > > While it's very unlikely for new weapon types to be added, since they'll most likely just end up as skins for existing weapon types because that's less work (But also less interesting due to the incredibly limited nature of the visual customization, being limited to whatever handful of skins ends up existing. But also limits the potential of said weapons)

    > > >

    > > > Things I'd love to see;

    > > >

    > > > **- Greataxes** (Could be interesting to see it for Warrior + Guardian in addition to their current Greatsword and Hammer)

    > > > **- Fist weapons** (Brass knuckles, claws, push daggers etc. I wanna punch a dragon in the face.)

    > > > **- Scythes** (Not just Staff skins, but actual Scythes. However, if they didn't do it for Reaper of all specs, they're not going to do it in general...)

    > > > **- Rocket Launchers** (We have Charrzooka skins for Rifles... But the closest we have to a Rocket Launcher is Engie's Mortar Kit... Imagine Engie running around with an actual Rocket Launcher though!)

    > > > **- Glaives/Swordstaffs** (Twin bladed weapons)

    > > > **- Chakram** (Thrown blades)

    > > > **-Kusarigama** (Kama on chains)

    > > > **-Polearms** (Poleaxes, Halberds, Bardiches, Partisans, Fauchards, Corsques, Naginata etc. Vastly different to in-game staff animations by being far more tip focused combat)

    > >

    > > They can easily use dagger, staves, and great swords and make skins for them or utility skills as a means to create weapons.

    >

    > > @"Taril.8619" said:

    > > _"skins for existing weapon types because that's less work (But also less interesting due to the incredibly limited nature of the visual customization, being limited to whatever handful of skins ends up existing. But also limits the potential of said weapons"_

    >

    > > @"VocalThought.9835" said:

    > > They really don't need to make another weapon.

    >

    > They really don't **need** to do anything.

    >

    > They don't need to give new weapon access to E-Specs, just give everyone skins for their already usable weapons.

    >

    > Don't need Hammer for Scrapper, just give Hammer skin for Rifle!

    >

    > Don't need Axe for Mirage. Just give Axe skin for Scepter!

    >

    > Don't need Greatsword for Reaper, just give GS skin for Staff! (Heck, in this case, Scythe skins for Staff already exist which are thematically appropriate!)

     

    Did you just get manic. The game has a system and you want to change the current system. I see nothing wrong with that, but what is being requested already has an easy solution. Making more weapons needs to serve a better purpose than cosmetics. I can see if it was something new like mounts. They proved that you don't need an actual weapon to give players the ability that a particular weapon could bring because they can make anything happen.

     

    I'm not saying that they shouldn't, just there's other ways to add weapons and their no real purpose.

  3. > @"Taril.8619" said:

    > While it's very unlikely for new weapon types to be added, since they'll most likely just end up as skins for existing weapon types because that's less work (But also less interesting due to the incredibly limited nature of the visual customization, being limited to whatever handful of skins ends up existing. But also limits the potential of said weapons)

    >

    > Things I'd love to see;

    >

    > **- Greataxes** (Could be interesting to see it for Warrior + Guardian in addition to their current Greatsword and Hammer)

    > **- Fist weapons** (Brass knuckles, claws, push daggers etc. I wanna punch a dragon in the face.)

    > **- Scythes** (Not just Staff skins, but actual Scythes. However, if they didn't do it for Reaper of all specs, they're not going to do it in general...)

    > **- Rocket Launchers** (We have Charrzooka skins for Rifles... But the closest we have to a Rocket Launcher is Engie's Mortar Kit... Imagine Engie running around with an actual Rocket Launcher though!)

    > **- Glaives/Swordstaffs** (Twin bladed weapons)

    > **- Chakram** (Thrown blades)

    > **-Kusarigama** (Kama on chains)

    > **-Polearms** (Poleaxes, Halberds, Bardiches, Partisans, Fauchards, Corsques, Naginata etc. Vastly different to in-game staff animations by being far more tip focused combat)

     

    They can easily use dagger, staves, and great swords and make skins for them or utility skills as a means to create weapons. They really don't need to make another weapon.

  4. > @"Fueki.4753" said:

    > > @"Lonami.2987" said:

    > > > @"Fueki.4753" said:

    > > > Some people just use new elite specs as an excuse to get weapons they want for their profession, because Arenanet probably will never add more core weapons, despite some classes (the front runner being Engineer) needing some.

    > > > In short, many people don't actually want Elite Specs, but more weapons.

    > > I still hope they do some day, specially if they introduce new weapon types.

    >

    > I still want more weapons, like nearly everyone else.

    > But since Arenanet can't even bring spears on land, which already have skins, I doubt they'll ever introduce new weapons, **which do not even have skins.

    > It's more like that Arenanet will shoehorn weapon types as skin onto existing weapon types spear and scythes are in the staff category, while great axe skins might be for hammers).

     

    I actually like the idea of shoe horning weapons as skins instead of creating a new weapon type. Like having a crossbow skin used for rifle or pistol, or cestus skin for a shield, or a trident skin for a staff. It's really pointless to add new weapons all that truely matters is the animations. I don't have a problem with having a Hammer that skin looks like a great axe.

  5. > @"Daishi.6027" said:

    > Do the new consoles get a mouse and keyboard?

    >

    > Frankly I don't think you get enough buttons. And being able to look around, even if do-able; sounds like a chore.

    >

    > People may be able to get it to work, but I don't think it's a very user friendly experience that would appeal to the console market.

    >

    > So the question is then, who is it for? If it's to give already invested players another avenue to login, I highly doubt a-net would want to expend their resources that way. At least not anytime soon.

     

    I think it'll be for console players. I think pc player might see the advantage for playing the game on a pc, but console players don't see the set back that pc gamer see. It's second nature to use multiple buttons at once. In fact every game that was a pc game and came out for console, you don't hear console gamers complaining about them.

  6. > @"Game of Bones.8975" said:

    > Great post. B)

    > I believe the "*" additions were possibilities of one of the three not to add all three at once. I'm sure someone already brought that up.

    >

    I wouldn't care if they added them all at once or separately. I just feel these elites are fitting to the profession theme, serve the purpose of adding new flavor and somewhat a mix of another profession, and something most would love to see.

    There still all separate elites that can only be played one at a time.

     

    > When deciding which weapon to assign to the new elite specialization, look at what past practice has shown and the "Weapon usability by professions"

    > [https://wiki.guildwars2.com/wiki/Weapon#Weapon_usability_by_professions](https://wiki.guildwars2.com/wiki/Weapon#Weapon_usability_by_professions). Focus on the far-right column where it shows the number of professions + elites that can use that specific weapon.

    >

    > Each new elite specialization unlocks a weapon not previously available. I would avoid those which are already unlocked for an elite twice or staff /sword which are usable by 7 and 8 professions respectively.

    >

    Yeah, I did just that. Most of the weapons are new to the profession. Only when it was fitting did I add a used weapon. Just like they did with Soulbeast, giving them a main hand dagger. If you look at the weapons you'll see that each of them is getting used by many professions.

     

    > I believe the Thief is the best example of how to expand a core profession. First, they rolled out a melee fighter in the Daredevil: in close and brutal. Then the Deadeye expanded its range to the max. Each profession (with elites) should be able to enter combat either in melee-range or long-range with the supporting skills to add flavor.

    >

    I think that is just fitting for the thief. Each profession has a different thing going on, so you have to take into consideration of what that profession is lack as far a gameplay, fitting to other or past lore or themes, or fits with the whole secondary profession.

     

    > I do like the concepts.

    > I would like to see the Revenant or Necromancer gain access to pistols (short-/mid-range) or Rifle (mid-/long-range).

    > Thanks for thinking of bringing the traditionally off-hand weapons to the main-hand or dual-wielding scepters.

    >

    >

    >

    Yeah, I saw an image of a Revenant with dual Pistols and thought that would be awesome, so I added it and called it Mist Walker. I also saw a post where someone had the idea of a Necromancer with a Rifle. I would more so like to see a Necromancer with a Shotgun. I think that's a dope image. As far as the dual Focus or dual Scepters, I think it's the most potential thing to happen, especially for a elementalist having so many skills. I would hate to see them try to come up with 20 skills for several two handed weapons, compared to making 8 with a Scepter or 12 with a main hand Focus. Main Hand Shied for a Warrior is just awesome for creating the brawler type of player, especially if you using main and off hand shield.

     

  7. > @"Skiravor.1257" said:

    > (Spoiler!)

    >

    > I do like the hint in the storyline "hidden arcana" when you are waiting outside while the magister teaches class. She lists the elder dragons and says their research shows there is an as of yet unconfirmed elder dragon of the deep oceans.

    >

    > I would very much like water content of all varieties as I live in the desert IRL lol.

    >

    > Boats, underwater mounts, fishing, all of it.

     

    I really hope they add more water content and new races.

  8. > @"Algreg.3629" said:

    > > @"VocalThought.9835" said:

    > > > @"Danikat.8537" said:

    > > > Some people already play GW2 with a controller, so it's possible, but I'm not sure how exactly the button mapping works.

    > > >

    > > > The PS4 controller has 8 buttons on top, 4 shoulder buttons, 2 joysticks which can also be pressed down, a dedicated options button for menus and a touch pad which can function as at least 1 extra button. (Plus dedicated share and home buttons but I'm not counting them because as far as I know they can't be re-bound to other functions.)

    > > >

    > > > So that's at least 15 buttons and 2 analogue sticks, which I imagine would be for moving the character and camera. (I don't have an Xbox One controller, but the Xbox 360 and Switch controllers have 16 buttons and 2 analogue sticks each, so I assume the Xbox One is similar and the PS5 and new Xbox will be comparable too.)

    > > >

    > > > My 'combat cluster' on the keyboard uses 20 buttons (10 skills, 5 profession skills, special action, weapon swap, take target, dodge and jump), plus 4 to move the character and the mouse to move the camera/target skills, and you'd need 1 to switch to menus (likely the options button). So I assume using a controller means using modifiers (like shift+1, shift+2 etc.) but it's pretty easy to do that since controllers are designed to allow you to press multiple buttons at once, and of course the game already supports mapping a skill to a button+modifier.

    > > >

    > > > Of course that doesn't cover absolutely everything (e.g. there's no mount bindings, or shortcuts for different menus) but I imagine that could be handled by having different sets of keybindings depending on the situation - like the context sensitive F key.

    > >

    > > As far as Controllers go, don't think them as button to button when comparing them to a keyboard. Most Console Games use button and trigger combinations, along with button taps or holds, so you could actually link each button with each keyboard key.

    > >

    > > #--- Keys Playstation--- Keyboard

    > > 1) R2 --- #1 (Weapon Skill 1)

    > > 2) Button 1‐-- # 2 (Weapon Skill 2)

    > > 3) Button 2--- # 3 (Weapon Skill 3)

    > > 4) Button 3--- # 4 (Weapon Skill 4)

    > > 5) Button 4--- Space bar (Jump)

    > > 6) L1 + 1 --- # 5 (Weapon Skill 5)

    > > 7) L1 + 2 --- # 6 (Utility Skill 1)

    > > 8) L1 + 3 --- # 7 (Utility Skill 2)

    > > 9) L1 + 4 --- (Dodge)

    > > 10) R1 + 1 --- # 8 (Utility Skill 3)

    > > 11) R1 + 2 --- # 9 (Utility Skill 4)

    > > 12) R1 + 3 --- # 10 (Utility Skill 5)

    > > 13) R1 + 4 --- (Finish/ Revive)

    > > 14) L2 +1 --- F1 (Prof. Skill 1)

    > > 15) L2 +2--- F2 (Prof. Skill 2)

    > > 16) L2+ 3 --- F3 (Prof. Skill 3)

    > > 17) L2 + 4--- F4 (Prof. Skill 4)

    > > 18) L2 + R2--- F5 (Prof. Skill 5)

    > > 19) Dir 1--- Weapon Swap

    > > 20) Dir 2 --- Items

    > > 21) Dir 3 --- Emotes/ Communicate

    > > 22) Dir 4 --- Change Camera Angle

    > > 23) R3 --- Move

    > > 24) L3 --- Camera/Press to target

    > > 25) Option (Main Menu)

    > > 26) Touchpad --- Tap for Map/ Hold for Mount Options

    >

    > great, main issue solved, the game can now ship on consoles tomorrow...

     

    Right!

  9. > @"Danikat.8537" said:

    > Some people already play GW2 with a controller, so it's possible, but I'm not sure how exactly the button mapping works.

    >

    > The PS4 controller has 8 buttons on top, 4 shoulder buttons, 2 joysticks which can also be pressed down, a dedicated options button for menus and a touch pad which can function as at least 1 extra button. (Plus dedicated share and home buttons but I'm not counting them because as far as I know they can't be re-bound to other functions.)

    >

    > So that's at least 15 buttons and 2 analogue sticks, which I imagine would be for moving the character and camera. (I don't have an Xbox One controller, but the Xbox 360 and Switch controllers have 16 buttons and 2 analogue sticks each, so I assume the Xbox One is similar and the PS5 and new Xbox will be comparable too.)

    >

    > My 'combat cluster' on the keyboard uses 20 buttons (10 skills, 5 profession skills, special action, weapon swap, take target, dodge and jump), plus 4 to move the character and the mouse to move the camera/target skills, and you'd need 1 to switch to menus (likely the options button). So I assume using a controller means using modifiers (like shift+1, shift+2 etc.) but it's pretty easy to do that since controllers are designed to allow you to press multiple buttons at once, and of course the game already supports mapping a skill to a button+modifier.

    >

    > Of course that doesn't cover absolutely everything (e.g. there's no mount bindings, or shortcuts for different menus) but I imagine that could be handled by having different sets of keybindings depending on the situation - like the context sensitive F key.

     

    As far as Controllers go, don't think them as button to button when comparing them to a keyboard. Most Console Games use button and trigger combinations, along with button taps or holds, so you could actually link each button with each keyboard key.

     

    #--- Keys Playstation--- Keyboard

    1) R2 --- #1 (Weapon Skill 1)

    2) Button 1‐-- # 2 (Weapon Skill 2)

    3) Button 2--- # 3 (Weapon Skill 3)

    4) Button 3--- # 4 (Weapon Skill 4)

    5) Button 4--- Space bar (Jump)

    6) L1 + 1 --- # 5 (Weapon Skill 5)

    7) L1 + 2 --- # 6 (Utility Skill 1)

    8) L1 + 3 --- # 7 (Utility Skill 2)

    9) L1 + 4 --- (Dodge)

    10) R1 + 1 --- # 8 (Utility Skill 3)

    11) R1 + 2 --- # 9 (Utility Skill 4)

    12) R1 + 3 --- # 10 (Utility Skill 5)

    13) R1 + 4 --- (Finish/ Revive)

    14) L2 +1 --- F1 (Prof. Skill 1)

    15) L2 +2--- F2 (Prof. Skill 2)

    16) L2+ 3 --- F3 (Prof. Skill 3)

    17) L2 + 4--- F4 (Prof. Skill 4)

    18) L2 + R2--- F5 (Prof. Skill 5)

    19) Dir 1--- Weapon Swap

    20) Dir 2 --- Items

    21) Dir 3 --- Emotes/ Communicate

    22) Dir 4 --- Change Camera Angle

    23) R3 --- Move

    24) L3 --- Camera/Press to target

    25) Option (Main Menu)

    26) Touchpad --- Tap for Map/ Hold for Mount Options

  10. > @"artharon.9276" said:

    > > @"VocalThought.9835" said:

    > > Came up with similar ideas in another post.

    > >

    > > Warrior-

    > > 1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.

    > > 2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.

    > > *3) Warlord with Melee Staff, hired Recruits, and Marks to aid allies on the battlefield.

    > > *4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.

    > > *5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides more of an area effect damage.

    > >

    > > Guardian-

    > > 1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.

    > > 2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.

    > > *3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time.

    > > *4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets

    > > *5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities.

    > >

    > > Revenant-

    > > 1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.

    > > 2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.

    > > *3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.

    > > *4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.

    > > *5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate.

    > >

    > > Ranger

    > > 1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar

    > > 2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.

    > > *3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to merge into their pet, having all of their pets' abilities.

    > > *4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.

    > > *5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.

    > >

    > > Engineer

    > > 1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.

    > > 2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.

    > > *3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.

    > > *4) Technomancer with a Great Sword, and Physical Cybertronics abilities, and Mana that alters their Cybrotronics.

    > > *5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.

    > >

    > > Thief

    > > 1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.

    > > 2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.

    > > *3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bonus to combat.

    > > *4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.

    > > *5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.

    > >

    > > Elementalist

    > > 1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.

    > > 2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.

    > > *3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.

    > > *4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.

    > > *5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

    > >

    > > Mesmer

    > > 1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.

    > > 2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.

    > > *3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.

    > > *4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.

    > > *5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.

    > >

    > > Necromancer

    > > 1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.

    > > 2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.

    > > *3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.

    > > *4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.

    > > *5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.

    > >

    > > Not exactly like yours, but new ideas non the less.

    >

    > Awesome. Just awesome.

     

    Thanks. I hoped my concept were easy to understand. I basically tried to tie in each professions to another so you could get the feel of a secondary class.

  11. Came up with similar ideas in another post.

     

    Warrior-

    1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.

    2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.

    *3) Warlord with Melee Staff, hired Recruits, and Marks to aid allies on the battlefield.

    *4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.

    *5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides more of an area effect damage.

     

    Guardian-

    1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.

    2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.

    *3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time.

    *4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets

    *5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities.

     

    Revenant-

    1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.

    2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.

    *3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.

    *4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.

    *5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate.

     

    Ranger

    1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar

    2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.

    *3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to merge into their pet, having all of their pets' abilities.

    *4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.

    *5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.

     

    Engineer

    1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.

    2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.

    *3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.

    *4) Technomancer with a Great Sword, and Physical Cybertronics abilities, and Mana that alters their Cybrotronics.

    *5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.

     

    Thief

    1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.

    2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.

    *3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bonus to combat.

    *4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.

    *5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.

     

    Elementalist

    1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.

    2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.

    *3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.

    *4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.

    *5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

     

    Mesmer

    1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.

    2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.

    *3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.

    *4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.

    *5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.

     

    Necromancer

    1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.

    2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.

    *3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.

    *4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.

    *5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.

     

    Not exactly like yours, but new ideas non the less.

  12. > @"phokus.8934" said:

    > > @"VocalThought.9835" said:

    > > > @"phokus.8934" said:

    > > > Main-hand weapons won't be off-hands and off-hands won't be main-hands. So we won't get main-hand shields or off-hand scepters.

    > >

    > > Why wouldn't we? We got mounts!

    >

    > The same reason we're not getting new weapon types.

     

    I'm not saying we're not. I just feel we shouldn't. I see no reason for them other than aesthetics. I feel all the weapons we have are more than fine. But if it happens, it wouldn't make me upset. I actually would be happy for all of those that look forward to them, along with people who want on land aquatic weapons, and GW2 VR.

  13. > @"Taril.8619" said:

    > > @"VocalThought.9835" said:

    > > I see... your looking at the trade off being more so toward improving the core profession, not the trade punishing the elite. That's a good point, but I think adding to the core instead of adding a penalty to the elite or removing a perk of the core from the elite is taking us the wrong direction. I say just keep core the same and, when it comes to the elites, play around with those. We're not trying to make elites unlikable and under par, just not too over powerful that you need to be the elite.

    >

    > Honestly, what should be the case is that E-Specs should focus on providing something _different_ than the core.

    >

    > Such as having a completely different functionality of the core mechanic (Such as is the case for Chrono and Scourge, the former getting different shatters and the latter having Shroud become a series of F skills) or providing a new build type for a class (Such is the case for Druid, having a spec and weapon that provides a lot of party support utility)

    >

    > Rather than trying to slap on stat nerfs to elites to stop their outright superior version of the same mechanic making them outright better.

    >

    > Since, if the E-Specs are focused on a completely new build type for a class (Such as Druid) or provide a new take on the classes core mechanic, then there only needs to be a level of equiable balance between E-Specs and Core to then have people pick a build based on what they prefer to play as opposed to right now where you 99.99% of the time pick an E-Spec because it's outright stronger.

    >

    > Of course, such balance is also marred by the nature of how many Core weaponsets are absolute garbage while many E-Spec weapons are much better designed (Or help round out a build archetype that doesn't have 2 weapon sets available in its core because some classes don't have a very good selection of weapons for both Power and Condi based builds), meaning that even if Core and E-Specs ended up being equal and only had different gameplay mechanics, you'd still end up picking E-Specs a lot of the time just to get a better set of weapons (I.e. Necro for a Power build has... Axe/Focus + GS and for Condi build has Scepter/Torch +... ???)

     

    Why didn't you just say that from the beginning. I fully agree with you.

  14. > @"Astralporing.1957" said:

    > > @"VocalThought.9835" said:

    > > > @"Astralporing.1957" said:

    > > > > @"VocalThought.9835" said:

    > > > > Elementalist is a decent core, especially if you don't want to be lock in an Attune for an extended period of time like the Tempest or if you don't want to be jumbled and confused with what your doing like the weaver. Does that help.

    > > > Sure, you may prefer the core playstyle, and the core _is_ decent. That does not change the fact that at everything you might want to do, either Tempest, Weaver, or both would still be flat out better (and not just barely). If you want to play core, you do it knowing, that, to keep the playstyle you like, you'll be essentially crippling yourself.

    > > > Am i wrong?

    > >

    > > Well you're not wrong because that's your opinion, but you are stating your opinions as facts.

    > Because elite specs being better is not an opinion. It _is_ a fact.

    >

    > > I can see why you would prefer an elite specialization over a core elementalist, but that's also the same as why you may prefer a Tempest over a Weaver or vice versa.

    > Preferring has nothing to do with it. _Ouperforming_, or being better suited for a role, however, does.

    >

    > > I can see how the elites are currently in a better position with some professions, but hence the trade off...

    > First, not "some" but "all" professions. Second, the trade off does nothing to balance that, because the tradeoff is in something completely unrelated.

    >

    > > The original question is should there be a trade off for elites. My answer is still yes. Especially now that you convinced me that you believe the elites are in a better position in pvp or pve, it only makes sense that with great power comes a trade-off.

    > The point i'm (again) making is that the tradeoffs should matter. I mean, if the tradeoff does not affect anything about the inequality issue, then the tradeoff might as well not exist. The core classes do not really get _anything_ of value back for being inferior.

    >

     

    I see... your looking at the trade off being more so toward improving the core profession, not the trade punishing the elite. That's a good point, but I think adding to the core instead of adding a penalty to the elite or removing a perk of the core from the elite is taking us the wrong direction. I say just keep core the same and, when it comes to the elites, play around with those. We're not trying to make elites unlikable and under par, just not too over powerful that you need to be the elite.

  15. > @"Astralporing.1957" said:

    > > @"VocalThought.9835" said:

    > > Elementalist is a decent core, especially if you don't want to be lock in an Attune for an extended period of time like the Tempest or if you don't want to be jumbled and confused with what your doing like the weaver. Does that help.

    > Sure, you may prefer the core playstyle, and the core _is_ decent. That does not change the fact that at everything you might want to do, either Tempest, Weaver, or both would still be flat out better (and not just barely). If you want to play core, you do it knowing, that, to keep the playstyle you like, you'll be essentially crippling yourself.

    > Am i wrong?

     

    Well you're not wrong because that's your opinion, but you are stating your opinions as facts. I can see why you would prefer an elite specialization over a core elementalist, but that's also the same as why you may prefer a Tempest over a Weaver or vice versa. I can see how the elites are currently in a better position with some professions, but hence the trade off... The original question is should there be a trade off for elites. My answer is still yes. Especially now that you convinced me that you believe the elites are in a better position in pvp or pve, it only makes sense that with great power comes a trade-off.

  16. > @"Astralporing.1957" said:

    > > @"VocalThought.9835" said:

    > > I would perfer to play GW2 on console. I know some people perfer PC and that's great for them. I perfer console. People complained about ground targeting and camera movement. It all comes down to what your comfortable with.

    > These things offer actual advantage, though. They may be okay on PvE open-world level, but become a much bigger problem in PvP environment or more challenging PvE content.

    >

    >

     

    I would still perfer it. Every other game that went from pc to console gave me no problem. I guess I'm more skilled with the console than the keyboard.

  17. > @"Astralporing.1957" said:

    > > @"VocalThought.9835" said:

    > > > @"Astralporing.1957" said:

    > > > > @"VocalThought.9835" said:

    > > > > They're not supposed to be better. Now if you like them better, that's another thing, but it's simply intended to just be different.

    > > > They are indeed intended to be that way, but at this point they _aren't_. Elite specs are better at _everything_ core specs were ever good at. They are not just different.

    > > >

    > > > > @"VocalThought.9835" said:

    > > > > I think it'll be easier for you to say what role function you think each profession is supposed to fill, since you believe that to be the case.

    > > > Basically _anything_ the original, core classes were good at (except pure thematics). Anything you might want to do with a core class, is generally now better achieved by taking one of its elite specs.

    > >

    > > I see we have a totally different idea of what the function of the elites should be. I say go back and look and listen to what the Devs stated when they came out with HOT.

    > You might want to read what i actually wrote.

    >

    > I agree with the what the _stated_ dev intentions for the elite specs were. What i try to tell you however is that those intentions are **not** how the elite specs actually work. The elite specs _are_ better. That's not an intention, that's a _fact_. Whatever the devs said they wanted achieve has never been realized.

    >

    >

    > > How are they supposed to be better, if they're not?

    > But the elite specs _are_ better.

    >

    > > Their only Elite because they can do what others in their profession couldn't do

    > That's only true of Druid. All other elite specs do what the core could do, but do it better. In _addition_ to being able to do stuff core couldn't.

    >

    > Just tell me, why you might want to pick, for example, Elementalist, instead of Tempest or Weaver? Just show me one thing where one of those two eplite specs would not be a better choice.

    > Now, do the same for other classes. And when you'll look at the results, you will know what i'm trying to tell you.

     

    Elementalist is a decent core, especially if you don't want to be lock in an Attune for an extended period of time like the Tempest or if you don't want to be jumbled and confused with what your doing like the weaver. Does that help.

  18. > @"Kulvar.1239" said:

    > At your own request :)

    >

    > All the suggestion about putting a main hand only in off hand or off hand only in main hand are so unlikely I make a general statement for it.

     

    You do know that Scepter is the only main hand weapon. I really don't see how hard it would be to make it dual wield. And making a off hand weapon dual wield is a far less stretch than making aquatic weapons for on land use. If daggers can do it so can a focus.

     

    > It's also important that core mechanics can't be altered too much or it would break all the traits related to core mechanics.

     

    You do know that's what the elites profession mechanics are for. Anything that is currently in the game for one profession can be done with another. They've done it with Necro and Engineer this far.

    >

    > > @"VocalThought.9835" said:

    > > Revenant-

    > > *3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.

    > > *4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.

    > > *5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate.

    >

    > Overlord summon is too close to Renegade summon. Unless they change Renegade summon to be "immaterial" and just fancy looking AoE like Holosmith (with a nerfed duration in PvP for balance). Longbow would fit and be a realistic weapon. Revenant have so few weapons anyway.

    >

    Actually Renegade Spirits are more like Ranger Spirits, Overlord would be more like Necromancer's minions. My Rift Slayer would be more in line with Holosmith where the Dimension Gate opening would boost their skills, but they would have to close the gate or take damage.

    > > @"VocalThought.9835" said:

    > > Ranger

    > > *3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to merge into their pet, having all of their pets' abilities.

    > > *4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.

    > > *5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.

    >

    > Shaman totems already exists, they're spirits. And the merge already exists in Soulbeast.

    > What could be is a 1 Pet elite that can "boost" the Pet with a skill replacing pet swap.

    >

    Shaman Totems would be way different than Ranger Spirits I didn't put it in this post, but the totem would boost the transformation durations while in its radius. And unlike Soulbeast, where you stay a person and take on some pet abilities, here you become the pet and have more animal abilities while transformed.

    > > @"VocalThought.9835" said:

    > > Engineer

    > > *3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.

    > > *4) Technomancer with a Great Sword, and Physical Cybrotronics abilities, and Mana that alters their Cybrotronics.

    > > *5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.

    >

    > What does cybrotronics or biomatrix even is ? Sounds like technobabble without definition.

    >

    Lol... I'm sorry, but both of those is a real things but one, although has been in Scifi for decades, I played around with the spelling. Cyber or Cybrotronics is the using computer and robotics to do tasks. Biomatrix is the use of technology medicine.

    > > @"VocalThought.9835" said:

    > > Thief

    > > *3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bones to combat.

    > > *4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.

    > > *5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.

    >

    > A torch would more likely goes with an Indiana Jones vibe ! Grave robbing ancient tombs with a torch to lit your way in.

    I'm glad that thought came to mind. Another would be an old fashion medieval detective.

    > Axes rather maces. Mace are too heavy for a thief IMO.

    I like maces because it reminds me of the old medieval thugs with their blackjacks or the bruiser type. Or you can think of Marvel's Daredevil. Axes aren't bad either, but I would love to see maces use by thief the way Axes are used by Rangers.

    > Shadow Mage would feel better from getting a Scepter with a trusty dagger or pistol as offhand just in case.

    >

    I can see that, but I think Focus off hand is more fitting, especially if you want Thieves to have a main hand Sword. Sword and focus is more appealing than Scepter and Dagger or Pistol.

    > > @"VocalThought.9835" said:

    > > Elementalist

    > > *3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.

    > > *4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.

    > > *5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

    >

    > There could be an elite that have you stay in your element for 10 full seconds (less with Arcane) before being allowed to switch, with a boost to each element so they all have decent DPS. Fire would get a side bonus instead of DPS has it already has DPS.

    > Weapons they could get for their elites : Pistols, Axes, Longbow, Shortbow.

    >

    I think pistols are a terrible idea for an Elementalist.

     

    > > @"VocalThought.9835" said:

    > > Mesmer

    > > *3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.

    > > *4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.

    > > *5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.

    >

    > Even the clones could look like beasts on Conjurer.

    >

    Yeah, I was just going with the current idea they have with Phantasms, but I think summoning Illusions of something that's not the player would be cooler.

    > > @"VocalThought.9835" said:

    > > Necromancer

    > > *3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.

    > > *4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.

    > > *5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.

    >

    > Reviving is already available to core necro, so it wouldn't be useful to have more of it.

    Your right, I was thinking more so about having a distant finisher like Scrappers. Maybe I could put more thought into that mechanic.

    > Death Stalker look like reskin Ranger.

    I would say so. The Necro version of Ranger.

    > You don't explain what would be Demon Shroud.

    I didn't explain too much simply because I have an idea, but not a full concept. I read another post where some mentioned the idea of having a Demon over your shoulder, almost like revenant's legends talking to ya. I would say I have more of a visual idea than a mechanical one. Maybe you can help flush it out.

    > An other shroudless spec who turn LF into more damage.

    > With no boon available from the new elite and better base damage.

    > So when they're in a team buffing it, their damage are made competitively close to the top.

    > Longbow shooting dark or bone arrows would be nice looking. More than a rifle.

    I was initially thinking Longbow, but after looking at my ideas I had for the other scholar professions, I thought having a slower range weapon would be creaper, plus it's was a toss up between Mesmer and Necro. I felt that Mesmer getting short Bow with the Enchanter vibe would be better and gave Necro rifle because I can see them pulling it off. I'm thinking Ghost Rider from Marvel's Comics, shooting hellfire or skulls out the barrel.

    I really appreciated your feedback back.??

     

  19. > @"Astralporing.1957" said:

    > > @"VocalThought.9835" said:

    > > They're not supposed to be better. Now if you like them better, that's another thing, but it's simply intended to just be different.

    > They are indeed intended to be that way, but at this point they _aren't_. Elite specs are better at _everything_ core specs were ever good at. They are not just different.

    >

    > > @"VocalThought.9835" said:

    > > I think it'll be easier for you to say what role function you think each profession is supposed to fill, since you believe that to be the case.

    > Basically _anything_ the original, core classes were good at (except pure thematics). Anything you might want to do with a core class, is generally now better achieved by taking one of its elite specs.

     

    I see we have a totally different idea of what the function of the elites should be. I say go back and look and listen to what the Devs stated when they came out with HOT. And not to have a Neo Morpheus Matrix moment with you, but you said it yourself. How are they supposed to be better, if they're not? Mindblowing, I know. It's because they were never intended to be, hence why they put in more work to see that they're not. I can understand how the term "Elite" could fool you. Their only Elite because they can do what others in their profession couldn't do, hence why you can only have one elite Specializations at a time, access to a new weapon and skill set, but it comes at a cost.

     

    Think of it like in the real world, some professions can dabble in a lot of different things, while others put more time and energy into a particular thing and have more skill in an area, but they not so good at something else the average person in their profession could do. It's no different. Like a Psychiatrist, any MD can prescribe medication, but their the best at Psychiatric Meds and they could do Psycho-therapy at the expense of being good with treating skin disorders and most definitely wouldn't treat cancer.

  20. Here' s my idea for future Revenant with current ones to give some context-

    1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.

    2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.

    *3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.

    *4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.

    *5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate.

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