Jump to content
  • Sign Up

[Poll] Weapon for the next Elementalist Elite Specialization


Sodeni.6041

Recommended Posts

Thinking about the mechanic of a new specialisation and how it might work with a new weapon, longbow could work well with a familiar...

 

Longbow as long range single target weapon with the familiar being altered based on element. Specialisation could upgrade all summons to make elementalist more of a pet class with a permanent summon akin to ranger pet.

 

Tempest gave a warrior like rage mechanic and weaver gave a thief like blended middle skill, so I guess the obvious thing is that the next new specialisation will borrow from another profession...

 

Another two hand weapon that's not a conjured weapon would be cool, and more ranged to change things up after sword. Longbow seems to beg for a ranger-elementalist mix up. Might give access to traps too?

Link to comment
Share on other sites

  • Replies 123
  • Created
  • Last Reply

Top Posters In This Topic

Voted Longbow as Rifle is given to Deadeye currently. Ranged single target power build with elemental infused shots and maybe traps? Providing offensive support to the party? Dual-wield pistol is pretty cool also, but too much to wish for I'm afraid. :)

PS: for the people wanting and espec which combines attunements into arcane magic or whatever. I proposed this like 1-2 years ago after HoT. This was given to use in the form of Perfect Weave I think. And in the forums didn't receive a lot of comments. Let's keep hoping :)

Link to comment
Share on other sites

> @MangoMonkey.7582 said:

> PS: for the people wanting and espec which combines attunements into arcane magic or whatever. I proposed this like 1-2 years ago after HoT. This was given to use in the form of Perfect Weave I think. And in the forums didn't receive a lot of comments. Let's keep hoping :)

 

my idea was more like thi supposed new espec **get rid of all atunements** and all weapons skills are arcane now (so if u have this espec you say goodbye to fire staff, water dagger, earth focus, etc - in eschange you can change weapons in combat), but maybe is too close to mesmer? dunno

Link to comment
Share on other sites

I would rather see some non yet existing magical weapons added to the game, than anything else. For Example a kind of non Conjure, permanent type of Frost Bow or Fiery Greatsword, with some new skills and different names off course. But it HAS to be a magical weapon!

Link to comment
Share on other sites

> @Jski.6180 said:

> We have too many melee weapons on ele now we need something for ranged though i would love to see hammer on ele a lot but it would have to be ranged for me at this point and i think its to much to ask for. I would love to see a magic gun class.

 

There are examples of melee weapons being used as ranged. The mesmer used greatsword as ranged and revenant uses Hammer as ranged. No reason why a new elementalist elite spec can't do the same.

Link to comment
Share on other sites

Everyone seems to forget that the Mace exists, lol. Though GS and Longbow sound great too, I wouldn't mind a Mace.

 

I think it'd be cool if a new elite spec gave us a fifth element to attune to. Arcane being the most obvious (such a spec would obviously be called Arcanist), but could also be something more unusual like Crystal (seeing as Kralkatorrik will be very central to the story for quite a while, and maybe after we deal with him Elementalists learn to use his "element"). At first I thought this would mean too many new skills, but then I realized this would only bring 15 + 10/15/25 (depending on the new weapon) new weapon skills, and weaver had 36, so might still be possible.

 

So Yeah, a Mace with Arcane/Crystal skills seems dope to me.

Link to comment
Share on other sites

> @mbhalo.1547 said:

> > @lLobo.7960 said:

> > > @mbhalo.1547 said:

> > > **Dual-wielding foci**

> > The monk! Yes

>

> I have thought something more like this:

>

>

>

 

I would love dual wielding foci. Make it a pure mages class 900 rangeds with wells slow attks but very hard hitting siege ele.

Link to comment
Share on other sites

Rather than new weapons, right now I want two new ways to equip existing ones:

 

---

 

Offhand scepter, for a "Wardkeeper" specialization.

 

I've been wanting offhand scepter ever since I saw Hodgins using two.

It could have Wards as utility skill type, and uses the offhand scepter to create walls and pillars. The attunement mechanic is meant to go with builds that rely in less or slower attunement switching. When the Wardkeeper switches to an attunement, it creates a "Domain": A s mall area that steadily grows in radius and intensity the longer the elementalist stays in that attunement and within that area. When they reach the maximum size, the Domain will last for a few seconds and disappear until attuning again. But if the wardkeeper os forced outside their Domain, it is cancelled. Domains alter the terrain around the wardkeeper giving them 'rules' that trigger effects when enemies do things. There would also be a trait that makes domains give benefits to allies:

* Searing Heat : Attuning to fire creates an area in which enemies who are not moving get burned, more burning stacks the closer to the center of the area as the area grows. Allies regenerate endurance faster the more enemies are in the domain.

* Slippery Ground: Attuning to water creates an area which enemies have their momentum is slowed, so they take longer to start moving and to turn, and so they slide after they stop. A bit like the icy floors in SAB, but not as pronounced. The slipperiness gets worse closer to the center as the area grows. Allies regenerates health the more enemies are within the domain.

* Attuning air makes enemies who hit with a critical hit be struck by lightning. Initially, lightning can strike only 3 different enemies per pulse, but as the area grows more enemies can get hit and they can get hit more times per pulse. Allies in this domain may get an effect that gives a stunbreak, shoking aura and superspeed if they get disabled, but this can only happen once per attunement and only once every 20s per ally.

* Attuning to earth creates an area full of sharp rocks that cause bleeding to those who walk inside them, when the domain grows large enough, it also causes torment to who those try to move faster than normal (like with swiftness and superspeed). When traited to affect allies, this domain periodically raises some of the rocks in random locations, and while they are raised they block enemy projectiles, and when they go back down they give a small barrier in a small area around them, but allies must position themselves around these rocks to benefit from them.

 

Here's where the scepter would come in, as its skills would create terrain artifacts like boulders, ponds, tornadoes, domes, walls (similar to those made by forged assemblers) and pillars (similar to those made by Trillia) that block or hinder enemies, projectiles or attacks trying to go through them. So they would be able to use them to control the battlefield and do things like forcing enemies to move around the obstacle or temporarily prevent them from leaving a domain. So the scepter offhand skills could be something like this:

 

* Fire #4 : Lava Pool : Opens a hole in the ground for a short time that cripples and burns enemies who stand in it. Consecutive pulses on the same enemy deal extra burning stacks, as well as getting knocked down inside the pool.

* Fire #5 : Lava Spine: Raises a large block of magma that burns enemies that get too close or get pushed against it, and that obstructs projectiles and can't be crossed by enemies. It can be broken by attacking it, but if it isn't, it will eventually 'melt' into a Lava Pool. Lava pools from #4 and #5 made by the same player do not stack their effects on the same enemies.

* Water #5 : Mirror of Ice : The elementalist holds the offhand scepter like the handle of a shield and forms a disc of ice, and holds it while channeling like a warrior holding a shield stance, while this skill is being channeled the ice mirror reflects both enemy and ally projectiles into the direction the mirror is facing. Projectiles reflected by the Mirror of Ice become unblockable, and turn into chilling bolts as if they were projectile finishers that went through an ice field, but can hit only 1 more enemy regardless of how many pierces or bounces they had left before being reflected.

* Water #5 : Glacial Spike : Concentrate ice in a spot, after a few seconds a spike raises up, knocking enemies up in the air and making them vulnerable. The spike will remain there for a several seconds, obstructing projectiles and movement, but it can be destroyed with attacks. If it isn't destroyed, the spike will eventually explode into a shard storm that causes chilled and bleeding.

* Air #4 : Whirlwind: Creates a whirlwind that moves in a direction pushing enemies in its path and damaging them. It splits its potency among enemies, so the less enemies it hits, the longer and father it can go, the more times it can pulse, and the more damage each one receives. Whirlwind can't go through enemies, so if it hits an enemy that has stability or a defiance bar, it will get stuck against them instead going past them.

* Air #5 : Wind Vortex: Creates a vortex that blocks projectiles and periodically pulls an enemy towards it, each enemy pulled becomes a 'living projectile' that damages other enemies they cross while pulled, and also takes damage for each enemy they cross. The vortex can be dispersed by attacking it. If the vortex is not destroyed, it will do a final pull of 5 enemies instead 1, each of them damaged and being damaged by hitting the other 4.

* Earth #4 : Shield of Force : Channels for about 2 seconds, blocking incoming attacks. If an attack is blocked in melee range, it flips over to a second skill called Staggering Force that can be activated to trigger early the end effect of the objects created by the slot #5 scepter skills.

* Earth #5 : Rock Pillar: Raises a tall pillar o rock that obstructs projectiles and that enemies cannot cross. It can be destroyed by attacking it, but if it isn't destroyed it will fall away from the elementalist, dealing an unblockable strike for heavy damage and knockdown. Once it falls it will become rubble that prevents enemies from crossing it for a couple of seconds.

 

---

 

Offhand staff with main hand sword, for a "Master of Magick" or "Wizzard" specialization.

 

This came to me when I saw the [Wizard Lightning Finisher](https://wiki.guildwars2.com/wiki/Wizard_Lightning_Finisher "Wizard Lightning Finisher"). What if we could equip sword and staff? Well, it'd be too many stats. So there would have to be a tradeoff. Like getting all weapon skills replaced by manual input of spells in a way that matches using both staff and sword. And what matches that better than a Magicka Wizard? What? Gandalf? Nonsense! Let's go crazy on this thing.

* Masters of Magick have discarded attunements and the use of all weapons other than offhand staff and main hand sword, but they will get all the extra stats that come with equipping both a main hand and a 2-hand weapon.

* Masters of Magick have lost their attunements and weapon skills but in exchange their F1, F2, F3 and F4 skills have turned into raw element skills, and their weapon skills in slots 2, 3, 4 and 5 become 4 more elements skills: Light, Dark, Chaos and Arcane. They also gain an F5 skill.

* When activating the F1, F2, F3, F4, 2, 3, 4, and 5 element skills, the elementalist gets a charge of that element, up to 5. The element charges can be seen in a new UI artifact over the endurance bar. The element skills will have no recharge, instead they have a 0.25s aftercast and 5 skill uses with a count recharge of 15s. While having already 5 charges, using any of the element skills removes the oldest one and slides them all 1 slot to make room for the new one.

* The skill in slot 1 now is a simple 3-chain melee autoattack with the sword until at least 1 charge is accumulated. When the Wizzard has element charges, skill 1 flips over into a Cast skill that releases the element charges in the form of a spell. The spell depends on the element charges that have been accumulated, how many of them are accumulated, and the order in which they were accumulated. For example, the first element could determine the form of the attack:

* If Fire is the first element, the spell will be a cone that sprays in front of the wizzard.

* If water is the first element, the spell will fall on random spots in the area of the target like rain.

* If air is the first element, the spell will be an area that follows the target.

* When Earth is the first element, the spell will be a projectile.

* If light is the first element, the spell will be a beam that hits between the caster and the target.

* Dark as the first element will make the spell an AoE that appears in the ground under the target.

* If Chaos is the first element, the spell will spread about randomly.

* And if Arcane is the first element, the spell will have an instant effect directly on the target.

* Masters of Magick will also get an F5 skill. With no charges it gives a small Barrier to the elementalist and has a recharge, but with element charges, it flips over to a Selfcast skill that casts the element spell on self or around self for a slightly stronger effect in exchange for the range.

 

I know it is likely too convoluted to balance and a technically nightmare to pull off a way to generate all the element combinations, but now that we have skill charges it would actually be technically possible, and the idea is so hilarious that I just have to spread it.

Link to comment
Share on other sites

> @"Doctor Hide.6345" said:

> I am going with pistol or dual pistols. I will always pick this option when given a choice because of my love for firearms in this game.

 

Although dual pistols could be really fun for a fast paced ele mid range gameplay (think unload on thief, but with elemental magic), I think dual pistols (and rifles) will likely go to mesmers while eles will get the more traditional weapons...

 

But yea, elemental gunslinger would be quite fun.

Link to comment
Share on other sites

> @lLobo.7960 said:

> > @"Doctor Hide.6345" said:

> > I am going with pistol or dual pistols. I will always pick this option when given a choice because of my love for firearms in this game.

>

> Although dual pistols could be really fun for a fast paced ele mid range gameplay (think unload on thief, but with elemental magic), I think dual pistols (and rifles) will likely go to mesmers while eles will get the more traditional weapons...

>

> But yea, elemental gunslinger would be quite fun.

 

I know the possibility of it happening is slim to none, but if it ever does, I would be super excited for it.

Link to comment
Share on other sites

Why the heck do people care so much about the Weapon anyway?

 

The Weapon doesn't matter in GW2. Greatswords are a Ranged weapon for Mesmers, and Staves are Melee weapons for Daredevils.

 

What matters is the kit, and the role that kit is supposed to play.

 

I'd be more interested in seeing what kind of role people want to see Ele fill next. Asking for what Weapon to use next seems kinda silly, since the Weapon could be anything, given the precedent GW2 has already set for us.

Link to comment
Share on other sites

> @Neko.9021 said:

> Why the heck do people care so much about the Weapon anyway?

>

> The Weapon doesn't matter in GW2. Greatswords are a Ranged weapon for Mesmers, and Staves are Melee weapons for Daredevils.

>

> What matters is the kit, and the role that kit is supposed to play.

>

> I'd be more interested in seeing what kind of role people want to see Ele fill next. Asking for what Weapon to use next seems kinda silly, since the Weapon could be anything, given the precedent GW2 has already set for us.

 

Because aesthetics matter.

Link to comment
Share on other sites

> @Neko.9021 said:

> Why the heck do people care so much about the Weapon anyway?

>

> The Weapon doesn't matter in GW2. Greatswords are a Ranged weapon for Mesmers, and Staves are Melee weapons for Daredevils.

>

> What matters is the kit, and the role that kit is supposed to play.

>

> I'd be more interested in seeing what kind of role people want to see Ele fill next. Asking for what Weapon to use next seems kinda silly, since the Weapon could be anything, given the precedent GW2 has already set for us.

 

I disagree with your assumption only kit and role matter. People play classes for their aesthetic, theme, and weapon choice. For example, I hate the staff look on the daredevil because I don't think it matches the medium armor sets, but I think the rifle and pistols match it better. Hence, I will never use the staff on my Thief, but I don't mind the staff on my Ele when I am not bored with it because it matches the mage archetype and the armor. I am not the only one who plays certain professions because of the weapons and how they play, so asking people for what weapon they want next can greatly affect whether they play the class or not.

 

 

 

 

Link to comment
Share on other sites

The aforementioned spell slinger sounds nice. Dual pistols with a fast paced and very mobile playstyle would be sweet.

Instead of switching attunements, the attunements could fill the ammo of the pistols. "Switching" to fire could load fire-skills with ammunition-charges in your pistol, while behaving like a normal ele-attunement on other weapons. You could either reload/switch again after you used up all your ammunition or when the attunement recharges on its own.

 

On the other hand there is this greatsword-idea I had(would look good on the staff as well, but we already got that). Basically you get the greatsword with five skills per attunement. However, the fifth skill will always be special: You ram your greatsword into the ground. Kinda like the arena of the holosmith, this creates an area with special properties, depending on your attunement. While your greatsword is in the ground, your first two skills turn into glyphs, simply because you wouldn't need a weapon to cast glyphs. Your third and fourth skill cause effects related to your greatsword in the ground(a blast coming from your sword for earth for example) and the fifth skill re-equips your greatsword. If you re-equip your sword in air attunement, you blink over to it and take it, or it plows through the earth towards you, knocking down enemies in earth attunement.

Link to comment
Share on other sites

I'm really looking forward to Main hand Focus being the next weapon for the next elite. I think that'll be cool with having a 5th Element prof. mech., like Arcane Magic or even something similar. The skill type could be Mantras or something new.

 

If not main hand Focus, I would like to see off hand Scepter with Traps or Wells, and a prof. mech. that changes you to an elemental Avatar

Link to comment
Share on other sites

> @blindrage.6158 said:

> I would love to see a Longbow or Shortbow, and get an "Arcane Archer" theme

 

Hate to burst your bubble, but that weapon would do 0 damage. It also wouldn't be taken. A-net has a history of hating ranged weapons other then the staff. They wouldn't do the LB justice, so you would be forced to use Staff or whatever again because they wouldn't buff it to where it should be.

Link to comment
Share on other sites

I accidentally left the choice on shield, but I REALLY want longbow for the Ele. I've wanted to have a longbow for Ele since I started playing GW 2 and I've been using the Frost Bow to supplement that need.

 

A 1500 range longbow would be like Christmas. How cool would it be to use the Stormbow skin on an Ele?! One can dream.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...