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VocalThought.9835

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Posts posted by VocalThought.9835

  1. > @"Lily.1935" said:

    > With each new expansion Arena net has expanded on the lore for what the professions provided and how they worked. For HoT there wasn't much lore beyond some loose connections with Herald to Rytlock and Druid since we were going into the Maguuma Jungle. The justification was minimal, but that was honestly okay since this was there first expansion and they where getting their feet wet. With PoF each elite spec had some more lore justification for what it is. Its themed to the desert with Scourge, Firebrand, spellbreaker having the strongest connections to the story of the region and even the weakest lore connection elite spec, renegade, still was rich with lore of some kind.

    >

    > So what I would like to do is look at the lore of Cantha and surmise what we can get from it. Cantha is rich with history and has been very isolated from the rest of tyria for a long time. And last we heard there was the rise of [Emperor Usoku](http://https://wiki.guildwars2.com/wiki/Emperor_Usoku) exiling non human races from Cantha. The [Ministry of Purity](http://https://wiki.guildwars.com/wiki/Ministry_of_Purity) which was formed in GW1 from the fall out of the epidemic that plagued Cantha during the return of [shiro Tagachi](https://wiki.guildwars.com/wiki/Shiro_Tagachi). There goals are fairly clear in favor of aiding the people of Cantha, but in the early years they had schisms in the factions with Nationalistic ideas which had been spearheaded by [Minister Reiko Murakami](https://wiki.guildwars.com/wiki/Reiko) a powerful mesmer at the time. This point in history goes to show us just how much the future was impacted by plague and how much it left a scare on their nation. If we're going back to Cantha, it'll be very likely the Emperor, whomever that may be, and the Ministry of Purity will be the enemies we will be facing.

    >

    > With this in mind we can begin to piece together at least one and possibly two Elite specs we might see, or at least there themes. The Mesmer from what I can see will have magics that relate to the Ministry since the founder was a prolific Mesmer and She would likely be hailed as a hero in the story while the GW1 heroes would more likely have been forgotten or slandered for her death. Her magics in the fight mostly involved her clones, the precursor to GW2, but she was also able to manipulate conditions as well as being extremely disruptive with her attacks. What this will translate to is a bit hard to say given her skills in game. Possibly better clone control but we'll have to see. I'd like to see what everyone else comes up with in this regard. But I defiantly believe that mesmer will be tied to the Ministry.

    >

    > I also believe that the Guardian will be tied to the Ministry as a "Purifier" sounds right up their ally. What more it could do is difficult to say as we already have a burning elite spec, but an Anti condition type elite spec might be something we can look forward to.

    >

    > Going further into the lore we have the Assassin which is unrelated to the Ministry, or at least apparently so. This is long requested of the Thief players and there is a strong lore president for it in game, but its not something I'm personally too convinced by.

    >

    > The second profession of the lore was the Ritualist and honestly there are some serious conflicts it has with the necromancer. In the early game of GW1 the Ritualist would find the necromancer to be a nuisance as they seemed to find them to be unclean as they would reanimate corpses as opposed to their own form of death rituals. This could be a major point in the lore as Purity and Nationalism might either force necromancy underground or force them to conform with the Ritualist's means of summoning. Its hard to say, but this conflict is something to take note of and can be speculated on.

    >

    > Elementalist is next on my list. One of the rites during the Factions which was needed to see the spirits was the Mission "Closer to the stars". A ritual in which the players must defeat the celestial bodies to achieve Cantha's version of Ascension. There were four of them each with a tragic tale. And my suspect is the elementalist will attune to them, although this might be a loose connection as they're celestial creatures, not elemental creatures, I could see it as a means to give the elementalsit that 5th element we all have been salivating for for so long. I'll admit this is a very loose connection.

    >

    > Engineer has really nothing to go on unfortunately. The best we can possibly go with is ideas from real world history and real myths. Such as the real world history that the Chinese were the first recorded nation to use gunpowder. And the Chinese fireworks are quite famous. Beyond this the Super sentai warriors of Japanese pop culture could be a means of inspiration. Its super flimsy I know, but Engineer is all about looking forward and an isolationist and Nationalistic nation like Cantha just wouldn't be a nation that would look forward.

    >

    > Although both the Kurzicks and the Luxons have been absorbed into the Canthan Empire and likely much of their culture was either absorbed or lost I still feel some could have survived. This is where I see the likelihood of the Ranger to get its elite spec from. Kurzicks had some odd magics with Juggernauts which i could see the ranger latching onto. Although If the Kurzicks and Luxons do still exist I strongly suspect that they'll likely be gangs in which the Ministry will be trying to quell.

    >

    > Warrior is kinda a big question mark for me as I don't see them as much more than the bulk of the Canthan standing military force so its not something I would be able to really say what they could or would be like. Sorry warrior players.

    >

    > Last we have the Revenant. Unfortunately for the revenant there is no possible way for their mist magic practices to get to cantha without some rift shenanagans going on.If we are to see any Revenants in Cantha, they'll likely be foreigners to the land and seeking new magics, or possibly uncovering history of the past. Many have suggested Togo as a possible legend, but I'm not so convinced. In terms of Canthan history his history might be mixed or even destroyed as he aided a treaty with the Tengu which would have state propaganda hatred for so he might very well be demonized. While Emperor Usoku would be an extremely strong candidate as a potential legend. or perhaps a Tengu hero we haven't seen. The revenant is likely to be somewhat Ronin inspired given their class characteristics of being a brooding shonen protagonist.

    >

    >

    > So lets discuss lore! Where could be go, what could be the inspiration. Lets have fun with this!

     

    I don't have the lore to go with them, but I think we can create it. Here are my ideas for the new elites. I included the current ones just to help people get a sense of how they work. It'll also be nice if the Devs did make a strong lore to the existing ones.

     

    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 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 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.

     

    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. > @"Kodama.6453" said:

    > Especially since Anet has announced the next expac to be in development, people are theorycrafting about the thematics, gameplay niches, mechanics, and other stuff of the next elite specs.

    >

    > Now I thought that I want to ask the people about another aspect of elite specs: their unique skins!

    > Every elite spec releases with 1 armor skin and 2 weapon skins (a base version and an upgraded version) and I think it would be interesting to see what people would like to see here. This is fashion wars in the end, so we need these skins to fill missing niches to customize!

    >

    > Keep in mind: armor skins to this point all have been one of three different types.

    > **Helmets, shoulders, or gloves**

    > Every class got 2 of these so far, so I guess the third will most likely be the one left.

    >

    > This means the following:

    > Warrior gets gloves.

    > Guardian gets shoulders.

    > Revenant gets gloves.

    > Ranger gets a helmet.

    > Thief gets gloves.

    > Engineer gets gloves.

    > Elementalist gets a helmet.

    > Mesmer gets gloves.

    > Necromancer gets gloves.

    >

    > **My personal wish for the engineer**

    > I want the new engineer elite spec to have a chemical theme, so they should get fitting skins for this. I imagine either a mace with the head being made out of glass filled with a green liquid or an axe with acid dripping from it and some tubes.

    > The glove skins should also have tubes sticking out with a green liquid. With skins like the gasmask, the antitoxin injector and such, I need gloves to make my dream of becoming a mad chemist come true!

    >

    > What are you guys hoping for?

     

    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 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 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.

     

    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.

  3. > @"Yasai.3549" said:

    > My only annoyance with Traitlines right now is that they are becoming more and more boring(?) or one-dimensional.

    >

    > There is always :

    >

    > One traitline to support Profession Mechanic

    > One traitline to support Condi

    > One traitline to support Power

    > Alternative one traitline to support healing

    > One trait to support one utility type

    >

    > So in the end most builds end up with :

    > The traitline that supports Profession Mechanic

    > The traitline that supports their damage type

    > An elite or a third Traitline which complements their damage type if they are playing Core.

    >

    > Kinda meh imo.

    > But it's still functional because every now and then yu get funny builds which use underused traits/traitline and it gives a wow factor.

     

    That's always been the case. Even when it wasn't called Specializations, they severed the same function. I think the Specializations clean things up.

     

    I also realized, with the respect to the original post, elites serve the purpose of adding to existing Specializations. You can see that some Specializations benefit more some the elites than another. So you can technically say, that what they're trying to do. Add to the Specializations. It's not a coincidence that Ranger's Nature Magic benefits more from Druid than Beast Mastery, or Thieves' Critical Strikes with Deadeye, than Acrobatics.

  4. Here's some of my ideas.

    https://en-forum.guildwars2.com/discussion/comment/1236276#Comment_1236276

     

    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 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 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.

     

    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.

  5. > @"Lily.1935" said:

    >

    > None of these fill the role of the necromancer typically fills. Necromancers are typically very glassy. They can't take hits and tend to act as support and control. Hexing foes, creating Dead zones which cause benefits to allies or negative effects to foes, summons massive number of minions as great expense of their own survival, and sacrifice health and minions to gain these effects as well. One way to describe them is cyclical. They burn through their own resources, weaken foes and self and give allies a chance to shread them then uses the dead to recover and begin their long process of spreading their power.

    >

    > This role is absent. Necromancer is as similar to this as Guardian is to a Dungeons and Dragons Fighter.

     

    Hexing foes- Marks

    Weaken foes and self- Corruption Skills

    Dead zones- Wells

    Multiple Minions- Minions

     

    Are we playing the same game, because what you stated is clearly in this game. Is it done to your standards, maybe not, but it's there.

     

     

  6. ````> @"Kulvar.1239" said:

    > > @"VocalThought.9835" said:

    > > > @"Kulvar.1239" said:

    > > > > @"Yasai.3549" said:

    > > > > I think it'll be ages before Anet will ever get on that because their balance team either has trouble balancing whatever we currently have, or adds in new stuff which power creeps really really hard.

    > > > >

    > > > > Still, I want to see more stuff for core professions.

    > > > > I'm a little sick of Elite specs dominating the majority of the content, so much so that some professions are recognized by their Elite spec more than their core (Chrono was one of these for a LONG LONG time before it got hardcore dumpstered, Herald is also one of these)

    > > >

    > > > If only we had a 4th trait line only for eSpec and core was made into its own eSpec unlocked from level 1.

    > > >

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

    > > > > I can't even think of a void that a new class could fill. They're doing a great job with the current classes and to add elites helps show the variations of class types within a theme. I think Revenant was a nice addition mixing the ritualist and the Dervish from the previous game, while filling the gap of the other-worldly Mystic / Dark Knight vibe. If there is another character type, I just don't see it.

    > > >

    > > > I can see a void in the scholars.

    > > > We have an illusionist, an elementalist, a necromancer, but none is focused on functional magic itself on the more intellectual side.

    > > > If we go by D&D : A wizard, magus, or arcanist.

    > > > In game, it would be close to Asura magitech but done by someone rather than a device.

    > > > Would also have some ties with Dwarven magic.

    > > >

    > > > Current light armor classes spells visuals are creativity based

    > > > An elementalist can produce a gush of wind. That gush of wind can be used creatively to push a target, dry clothes, ...

    > > > In game it pushes, but in lore it has no predefined purpose.

    > > > The class I have in mind would be the opposite logic.

    > > > It start from the intent (push the target), then the wizard use a spell that push and the visual effect is the magical embodiment of pushing (whatever it looks like) and couldn't be used otherwise.

    > > > It would be more intellectual and less creativity.

    > > > Because of this, the visual of the class skills would be more wild in creative freedom from ANet.

    > > >

    > > > It could have

    > > > Cantrip : Only do one little thing, but on a short cooldown or with charges (high availability).

    > > > Preparation : Similar to ritual casting, prepare an effect into the ground, after a delay you can trigger it at will.

    > > > Mantra : Similar to prepared spells, 2s to 3s to charge, then released at will.

    > > > Well: Typical AoE effects at range lingering for a few seconds.

    > > >

    > > > Weapons could be : Staff, Scepter, Focus, Daggers, Shortbow, MH Sword, Torch, Pistols, Warhorn.

    > > >

    > > > Class mechanic could be metamagic, arcane reservoir, sorcery points, ...

    > >

    > > I think for what you looking for the game would have to create another system. Dragon's Dogma has a system like that were certain spells make you wet or dry your clothes. GW2 has a combo system, but it's not close. As far as classes go... I think the elites are currently in a great position to add to a class what you feel is missing. I don't think there any missing class though. A new class would be more than what's needed. Especially if you want any order or consistency. I think the best way to look at this is by looking at each profession and their core and elite specializations, then think what's not here and does any of your ideas not fit with a current profession?

    >

    > I don't think we have an elementalist elite without attunements or a mesmer elite without clones, nor a necromancer elite that isn't themed after death/ghosts/bones/darkness :)

     

    I'm so glad you brought that up. Tell me what you think about this.

    https://en-forum.guildwars2.com/discussion/105008/expansion-predictions

  7. > @"zealex.9410" said:

    > I speculate that we gonna see some more STATE_SERVER_WAIT action when thr expac drops.

    >

    > In terms of other features, i say renewed focus to pvp with faction based content, open sea and island exploration and maybe naval combat.

    >

    > As for elite specs idc so long as mesmer and guard get land spears or land spear and longbow respectively.

     

    I don't know if they're gonna change their current weapon system with having aquatic weapons on land. I personally don't see a need for that, BTW, Guardian already has longbow, respectively speaking.

  8. > @"Lily.1935" said:

    > > @"VocalThought.9835" said:

    > > I can't even think of a void that a new class could fill. They're doing a great job with the current classes and to add elites helps show the variations of class types within a theme. I think Revenant was a nice addition mixing the ritualist and the Dervish from the previous game, while filling the gap of the other-worldly Mystic / Dark Knight vibe. If there is another character type, I just don't see it.

    >

    > Necromancer is a massive void in the game atm that is not filled. And gw2 necromancer is not a necromancer. It's a warlock at best. Which isn't the same thing.

     

    It might be the necro you had in mind, but it is a Necromancer. It totally fits the theme, but just because it doesn't do what other game Necromancers do, doesn't mean that wrong. The Devs created a world, created a class and gave it a name. The same can be said with other games. They are fitting within their license.

     

    > @"Kulvar.1239" said:

    > > @"Yasai.3549" said:

    > > I think it'll be ages before Anet will ever get on that because their balance team either has trouble balancing whatever we currently have, or adds in new stuff which power creeps really really hard.

    > >

    > > Still, I want to see more stuff for core professions.

    > > I'm a little sick of Elite specs dominating the majority of the content, so much so that some professions are recognized by their Elite spec more than their core (Chrono was one of these for a LONG LONG time before it got hardcore dumpstered, Herald is also one of these)

    >

    > If only we had a 4th trait line only for eSpec and core was made into its own eSpec unlocked from level 1.

    >

    > > @"VocalThought.9835" said:

    > > I can't even think of a void that a new class could fill. They're doing a great job with the current classes and to add elites helps show the variations of class types within a theme. I think Revenant was a nice addition mixing the ritualist and the Dervish from the previous game, while filling the gap of the other-worldly Mystic / Dark Knight vibe. If there is another character type, I just don't see it.

    >

    > I can see a void in the scholars.

    > We have an illusionist, an elementalist, a necromancer, but none is focused on functional magic itself on the more intellectual side.

    > If we go by D&D : A wizard, magus, or arcanist.

    > In game, it would be close to Asura magitech but done by someone rather than a device.

    > Would also have some ties with Dwarven magic.

    >

    > Current light armor classes spells visuals are creativity based

    > An elementalist can produce a gush of wind. That gush of wind can be used creatively to push a target, dry clothes, ...

    > In game it pushes, but in lore it has no predefined purpose.

    > The class I have in mind would be the opposite logic.

    > It start from the intent (push the target), then the wizard use a spell that push and the visual effect is the magical embodiment of pushing (whatever it looks like) and couldn't be used otherwise.

    > It would be more intellectual and less creativity.

    > Because of this, the visual of the class skills would be more wild in creative freedom from ANet.

    >

    > It could have

    > Cantrip : Only do one little thing, but on a short cooldown or with charges (high availability).

    > Preparation : Similar to ritual casting, prepare an effect into the ground, after a delay you can trigger it at will.

    > Mantra : Similar to prepared spells, 2s to 3s to charge, then released at will.

    > Well: Typical AoE effects at range lingering for a few seconds.

    >

    > Weapons could be : Staff, Scepter, Focus, Daggers, Shortbow, MH Sword, Torch, Pistols, Warhorn.

    >

    > Class mechanic could be metamagic, arcane reservoir, sorcery points, ...

     

    I think for what you looking for the game would have to create another system. Dragon's Dogma has a system like that were certain spells make you wet or dry your clothes. GW2 has a combo system, but it's not close. As far as classes go... I think the elites are currently in a great position to add to a class what you feel is missing. I don't think there any missing class though. A new class would be more than what's needed. Especially if you want any order or consistency. I think the best way to look at this is by looking at each profession and their core and elite specializations, then think what's not here and does any of your ideas not fit with a current profession?

  9. > @"The Greyhawk.9107" said:

    > > @"VocalThought.9835" said:

    > > The only thing I would hope the Devs did before they brought GW2 to console was include all of Season 1. I would pay full price for the base game and each expansion sold separately. Having the game without Season 1 would not be worth it. I don't know how they get new plays to buy the game without access. It's like buying part of a product. I guess that's why they made the game f2p.

    >

    > I wouldn't hold my breath if I were you. Especially in regards to Season 1, much of its coding doesn't even exist anymore.

     

    I know. I know that they were thinking it'll be great to have an ongoing world, but I think their experiences made them change so much they had to change their initial system and create a new foundation. I can see why they have to recreate the season. I wonder how much of it is a priority.

  10. > @"maddoctor.2738" said:

    > > @"VocalThought.9835" said:

    > > 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"

    >

    > Not really keen on using an off hand as a main hand, or a Scepter as an off-hand and Elementalists already have access to a bow with the Conjure Frost Bow skill. So my personal pick for next weapon is Rifle, a Long Range fast damage (not area of effect /over time like Staff) weapon. If one of the main attacks "feel" like Prime Light Beam of Holosmith then even better.

     

    I feel like Long Bow would be a great option. It's not like it has to have the same skills. In fact, when you're attuned to Water your weapon skills don't have to be ice at all, so your not using a Frost Bow, you using a bow with Arrows based on your attunement. I can think of plenty of water abilities bow skills.

     

    I personally don't see the fascination that an elementalist would have for a rifle. It's not tied to any lore, gw or other wise. I think all of the elites I created are much more fitting. Like main hand focus and off hand scepter. They stick wit the mage or spell casting them. Elementalist having the most spells in the game clearly shows that they're the ultimate spell caster. But that's just me.

  11. The only thing I would hope the Devs did before they brought GW2 to console was include all of Season 1. I would pay full price for the base game and each expansion sold separately. Having the game without Season 1 would not be worth it. I don't know how they get new plays to buy the game without access. It's like buying part of a product. I guess that's why they made the game f2p.

  12. > @"Danikat.8537" said:

    > It's been a very long time since console controllers only had 8 buttons. Even my SNES controller has more than that.

    >

    > The standard PS4 controller has 2 sets of 4 buttons on top, 2 menu buttons, 4 triggers, two joysticks which can both be pushed down and a touch pad which also acts as a button - so 17 buttons total, plus the joysticks and the touch pad. Oh and it's also motion sensitive so some things can be done just by moving it, and all those buttons can be context sensitive so they do different things in different situations (like the F button in GW2). (Note: there's also a 'share' button but I didn't count that because as far as I know it can't be used for anything else.) I assume the Xbox One controller is similar, but don't have one of those in the room to count the buttons.

    >

    > It might need some minor changes to the way we do things now, like instead of having a key binding for the options menu, hero panel, TP, inventory etc. just have one menu button and then use the joystick to select which menu you want, but I think it would be possible. In fact some people already play this game with a controller, and that's without even having official support.

    >

    > I'm not convinced releasing GW2 on a console would be a good idea, but I don't think the controller would be the problem.

     

    > @"Astralporing.1957" said:

    > > @"Zoid.2568" said:

    > > > @"Nightcore.5621" said:

    > > > Pvp if you agienst mouse and keyboard players might be a problem. And raids.. I dont think that well work sorry

    > >

    > > It depends on how they remake the UI for consoles.

    > There were attempts to adapt console controllers for GW2, and, for the most part, they were succesful. Succesful, but with two significant exceptions.

    >

    > First, camera movement with mouse is just both faster and more precise. That alone gives people with PC setup a situational awareness. Unfortunately, that's not all - after all, you can use mouse to change facing on your character as well, overriding keyboard control that way. So, you end up with more precise and faster character control as well.

    >

    > Second, there's no way to make ground targeting work with controller as well as with mouse+keyboard setup. Yes, there's the option to autocenter ground targeting to your current selected target, but for obvious reasons that's often not ideal (especially if that target happens to be moving).

    >

    > I don't see how those things could be fixed with just a remake of UI for console.

    >

    > And of course there's also the case of a voice comm.

     

    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.

     

    They could easily make GW2 a console game, as far as the gamepad is considered. ESO is doing fine.

     

    With all the pressure sensitive, triggers, and number of buttons in gamepads, there are so many combinations to aside a keyboard button.

  13. > @"Zaklex.6308" said:

    > That would require cross-platform playing and having to meet the requirements of Sony and Microsoft for DLC and future expansions, it's also been asked for before and shot down before. It'll never happen but you can wish and try.

     

    It doesn't have to be a cross platform game. It could easily serve just PS and Xbox

  14. > @"Taril.8619" said:

    > "Firearms are loud, thefore scare animals away"

    >

    > Meanwhile, on Ranger... **Warhorn** :p

    >

    >

    You do know a War Horn sounds much better than gun shots.

     

     

  15. > @"Astralporing.1957" said:

    > > @"VocalThought.9835" said:

    > > > @"Astralporing.1957" said:

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

    > > > > I think the changes they made to the Specializations from just simple Traits lines is one of the best things they could have done. Adding the Elites help cover missing class roles and themes. I think they're on the right track, and aren't taking away anything that unjustly.

    > > > That would have been if they've done as they claimed they intended. Unfortunately, they _didn't_. Elite specs do take away from the core class, and not just small things, but their primary roles.

    > > >

    > >

    > > How? I think we all have a different idea of what each professions core mechanics are and even more so with elite specializations and what their supposed to do.

    > I said roles (functions), not mechanic. Can you give me one example per class of a role that was available to the core class, that the core class is still doing better than both of its elite specs?

    >

    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.

    > > @"VocalThought.9835" said:

    > > it's like a 80 lvl thief is worse than an 80 Daredevil or Deadeye.

    > Well, that's the point - isn't core here flat out worse in 99% of circumstances (beyond maybe Boon Thief edge case) than one (or both, usually both) of those especs?

    >

    I see that the elites have been better than core, but that's not how they were initially presented when they first talked about them. I think many people would perfer to play a core profession than to feel forced to play an elite profession. Maybe because they rather have the same core prof. mechanics, or they don't want the expected penalties from choosing an elite, maybe they like vanilla.

     

  16. > @"Astralporing.1957" said:

    > > @"VocalThought.9835" said:

    > > > @"Astralporing.1957" said:

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

    > > > > I think the changes they made to the Specializations from just simple Traits lines is one of the best things they could have done. Adding the Elites help cover missing class roles and themes. I think they're on the right track, and aren't taking away anything that unjustly.

    > > > That would have been if they've done as they claimed they intended. Unfortunately, they _didn't_. Elite specs do take away from the core class, and not just small things, but their primary roles.

    > > >

    > >

    > > How? I think we all have a different idea of what each professions core mechanics are and even more so with elite specializations and what their supposed to do.

    > I said roles (functions), not mechanic. Can you give me one example per class of a role that was available to the core class, that the core class is still doing better than both of its elite specs?

    >

    > > @"VocalThought.9835" said:

    > > it's like a 80 lvl thief is worse than an 80 Daredevil or Deadeye.

    > Well, that's the point - isn't core here flat out worse in 99% of circumstances (beyond maybe Boon Thief edge case) than one (or both, usually both) of those especs?

    >

    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.

  17. I really like how they created each specialization and elite specializations. I feel they capture the spirit of each profession, and variations of the profession. Even within the specializations they have 3 lines of traits that helps define your character. I can see why the elites have a trade off since their getting new professional mechanics, it's like a 80 lvl thief is worse than an 80 Daredevil or Deadeye. They're just different.

  18. > @"Astralporing.1957" said:

    > > @"VocalThought.9835" said:

    > > I think the changes they made to the Specializations from just simple Traits lines is one of the best things they could have done. Adding the Elites help cover missing class roles and themes. I think they're on the right track, and aren't taking away anything that unjustly.

    > That would have been if they've done as they claimed they intended. Unfortunately, they _didn't_. Elite specs do take away from the core class, and not just small things, but their primary roles.

    >

     

    How? I think we all have a different idea of what each professions core mechanics are and even more so with elite specializations and what their supposed to do.

  19. Locking out a weapon from core professions allows the Devs to have more freedom and the players to have more restrictions. The did the same thing when they changed the Taits Lines into Core Specializations. Giving the players more freedom give the Devs more restrictions when trying to balance this game. We saw it with Guild Wars 1. Players had a lot more leeway, while the Devs kept trying to catch up an implement things for the players that were struggling. Few players truly new how to create a good build, while many were able to create what they wanted, but were so ineffective.

     

    This why the have the weapon system the way they do, the professions, the specializations. It's all streamline to optimize their freedom of balance and so we can work with in the box they created for us with as much diversity as possible and still be viable.

  20. > @"mtpelion.4562" said:

    > One of the core trait lines should be converted into a Core Elite Specialization. Then the non-elite trait lines should be nerfed so that the majority of what you are looking for (damage, support, healing, etc.) comes from the elite lines and the non-elite lines are for fine tuning your spec.

     

    No... They are doing the right thing. Why because that's what they said they wanted to do in the first place. When they first introduced elites it was to play the profession differently, not better. What would be the point of making the core an elite. Heck, they might as well just have just regular specializations and you pick a druid, soulbeast, and beastmastery. The point of having the elite is to show it requires intense training at a cost, hence the trade-off.

     

    I think the changes they made to the Specializations from just simple Traits lines is one of the best things they could have done. Adding the Elites help cover missing class roles and themes. I think they're on the right track, and aren't taking away anything that unjustly.

  21. > @"maddoctor.2738" said:

    > > @"VocalThought.9835" said:

    > > 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"

    >

    > Not really keen on using an off hand as a main hand, or a Scepter as an off-hand and Elementalists already have access to a bow with the Conjure Frost Bow skill. So my personal pick for next weapon is Rifle, a Long Range fast damage (not area of effect /over time like Staff) weapon. If one of the main attacks "feel" like Prime Light Beam of Holosmith then even better.

     

    Yeah, that is definitely outside of my idea. I think a lot of people like the idea of a Mage Archer. But a Elementalist with a rifle... I can't see it, but I'm not gonna knock it either.

  22. > @"Teratus.2859" said:

    > I highly doubt there will be another 3 Elite specs per class.. im thinking 2 at the absolute most though I expect the next set of specs with the next expansion will be the last time we get both new Elite Specs and an expansion in Gw2.

    > That's just my prediciton though, I do believe Cantha will be the last expansion of Gw2.. but if it's not the 4th expansion definitely will be.

    >

    > As for the Dragons.. well Anet definitely showed us that they are not afraid to kill them off in the living world.. something that to this day I do not thing is a good decision even though Kralkatorrik was done so superbly well by my book.

    > I think these guys being the main antagonists of this game are wasted as living world big bads.. they should be reserved for expansions imo but that's just me.

    >

    > I'm not sure the direction will go for Cantha but I expect a Dragon story.. a lot of people are expecting the Sea Dragon to finally make a show and Cantha would be a fine location to slay it.. The partially restored Jade Sea would make for a fine location to fight it imo.

    >

    > But atm we're dealing with Jormag.. and I don't think Jormag's story will be ending soon either.

    > Primordus or at least his magic has also made a return lately with the Stone summit so Anet could be hinting that he could be this mysterious "threat on the horizon" that Jormag warned of.

    >

    > It would make sense to have a Jormag/Primordus storyline rather than either with the Sea Dragon since we know their magics conflict and Baltahzar already tried to kill them both in the past by using their magic against each other..

    > If anything would have pit the two against each other as enemies or threats it would have been that little event that significantly hurt them both and put them back to sleep.

    >

    > That said, Primordus I believe will definitely be the last of the Elder Dragons to fall or stories we'll likely tackle.. and I think that Jormag could play a part in that fight to.

    > So I expect the Icebrood Saga will end with us either reluctantly allying with Jormag/calling a truse with it or Jormag will flee and resurface later during the Primordus story in which we will kill them both in the same arc.

    >

    > That could free up Sea Dragon and Cantha but we've very little reason to be going there atm.. in fact absolutely no reason to even mention Cantha in game right now.

    > It's going to be interesting to see how current events with Bangar and Jormag tie into what we do know about the next expansion.

    > Then again there's potentially a whole other season/saga of living world to come before we see that Canthan expansion so anything could happen in that time.

    >

    > There's also the possiblity that Anet may pull the rug and surprise us by making our journey to Cantha start from the North not the South.. rather than sail South from Elona we persue Jormag North and reach Cantha from the never before seen South instead and Jormag ends up being the Dragon we kill in Cantha not the Sea Dragon.

     

    I was thinking the same thing, but I also think there is slim chance a 5th elite specializations would come based on what content and story direction they take.

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