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GUESS what new specialization your profession will get...


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**Elementalist:**

What I want > *The Summoner*, an indirect supportive Spear wielding Specialization which uses Rituals (Meditations) and summons like permanent Pets that they control and command around, which can sacrifice his summons, if neccessary to transform himself into attunement based Djinn Avatars. - A Specialization that is 100% focused around all kinds of elemental summoned beasts and creatures, which work in itself all like ranger Pets with their very own Skill Sets with a gameplay, which is based around supporting your summons, keeping them alive and powerful, due to them having a synergy with their masters, that as logn the summons are alive, profitates their master of unique effects in combat.

 

What we most likely will get > *The Spellslinger* a ranged Specialization which uses either Pistols, or the Longbow, to give us kind of the Magic Archer/Gunner that is missing, to give the class an alternative over the Staff, which feels in its gameplay also more agile, is a bit weaker therefore, that you are alot more mobile and offensive, than supportive, like the Staff. the Spellslinger is just the ranged natural counterpart basically of the Weaver, which is more focused on Melee Combat. AS Spellslinger uses Mantras to quickly infuse their Bullets with all kinds of attuned Elemental Powers which get then released on impact either, or already on the fly to the target based on the Mantras which has been used onto the bullets.

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**Mesmer**

 

What I want > *The Minstrel/Bard*, a Shortbow wielding Specialization which uses Instrument Kits to have access to various different Music Instruments, like the E-Guitar, which works basically like a Greataxe (Hammer) and is CC based, the Tamborines, which work basically like Chakrams that you can throw, or the Violin, which works like a Shield, A Trumpet Staff and Harp-Longbow would be part if the kits as well, as like lastly also an Organ Rifle for the Elite as example with the Clone System being replaced with Melodies which make usage of a unique Rhythm and Resonance System with Resonances being basically, what was Echoes in GW1 which allows int minstrels to copy either their own or enemy skills to use the catched resonance of a Skill against their targets.

 

What we will most likely get > *The Visionary* - an astrological/celestial scholaric specializised Mesmer which is also focused on Mind Powers more than the generic Mesmer, making this way usage of abilities like Telepathy and Telekinesis. The last spec was more focused on illusions, so its logical, that the next one will be based more on domination and inspiration, what will be done via Mind Powers (Dominion) and Astrology (Inspiration), making usage of the powers of the stars to support others via Tarot Cards, influencing this way the fate of others by givign them Luck, which will work like a new unique Boon, while Misfortune becomes a new unique Condition, which counters Luck, basically like Swiftness/Cripple counter each other, cause the game has still not enough boons and conditions (/sarcasm)

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**Necromancer**

 

What I want > *The Witcher* , a dual sword using specialized Hybrid Build Necro, which uses Elixiers/Vial Belt Skills and has a Shroud Mechanic the Slayer Shroud, in which the player gains temporarely mobility in combat and immunity against mobility reducing control effects and hard ccs, which becomes more effective, so more Elixiers you use. The unique difference between Witcher Elixiers and Engineer Elixiers is, Witcher Elixiers are superior, and more powerful/longer lasting, but donät have only positive effects, each Elixier of a Witcher has also a negative effect as tradeoff which lasts same as long as like the positive effect. Best homage spec technically possible to honor Geralt of Rivia from the Witcher Series ;)

 

What we most likely will get > *The Occultist*, a torch using spec focused on Sacrificial Rituals and Demons/Fleshreavers to summon for the sacrifice of ordinary undead minions, whose utility skills are Pits, which are basically working like Nature Spirits, but they generate not natural aoe effects they generate constantly undead spawns for you as sacrifice fodder for your rituals, as long they don't get destroyed. They work basically like Graveling Pits, whith Gravelings being also something they use as their minions, a Graveling Pit is just to say among their Utility Skills.

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**Warrior**

 

What I want > *The Legionnaire*, a greatshield (MH Shield) using warrior Spec, which is designed around commanding multiple different Legions similar like Siegfried from Chaos Legion, with gameplay that is focused either on offensive commands, or defensive commands, which let your legions act differently around you.

A Legionnaires Legion is basically like a Ranger Pet which works as Kit. You can have two different Legions with you that you can swap around as you like. Legions are basically their Utility Skills as well, but they they are called "Mercenaries"

The Warrior is so far the only class, which has no summoning/minion gameplay, where you as player are more kind of in a passive style combat role, and like so far always only in a direct offensive gameplay style combat role, liek Berserker and Spellbreaker

 

What we will most likely get > *The Ascetic*, a staff wielding kind of "Warrior Monk", which uses Meditations/Auras to enhance its own body limits to unbelievable points.

Adrenaline is used to charge up their Skills to make them this way much more powerful, so more adrenaline has been used to empower their skills, before you use them.

A Skill can be charged up maximum three times, before the skill efficiency reaches its maximum limit. Charged up Adrenaline is stored within the skill, until the skill gets used.

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**Guadian**

 

What I want > *The Patron*, a greatshield (MH Shield) usign Guardian Spec, which uses his Virtues to summon Patron Spirits and uses Conjures as advanced form of Spiritual Weapons so that they can support this way better their allies to make it possible to use those spiritual weapons directly, instead of controlign them only for yourself around you. Patron Spirits are basically Virtuous Avatars, spiritual armored Auras which perform own actions whenever you perform an action, based on whatever you did. additionally to this have Patrons a new Virtue among Courage, Justice and Resolve, which is Dignity, so that the Patron will have 4 different Patron Spirits he can use as spiritual Armored Auras which have each their own gameplay style and roles for either offense, defense, support or control.

 

What we will most likely get > *The Exorcist*, a rifle using Demonslayer which uses sanctified blessed bullets and is more specialized on powerful Light Magic and Holy Symbols which are especially powerful in destroyxing all kins of summons and minions, using Seals as utility skill ,which enables it an Exorcist to temporarely seal away a power of an enemy, so that the enemy can't use that sealed away ability/power. Seals are also especially powerful, when sealing away Signets, Glyphs and summons skills/minions

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**Revenant** (a complete redesign of this class, but unlikely to ever happen.., so this)

 

What I want > *The Ritualist*, a Focus using Revenant Spec, which uses either Master Togo, or Razah as Legendary Stance, whose Skills are based on various Ash Urns and summoned chained Spirits, which can get eventually unchained via skill or trait as well with Ash Urns under , as like also too Weapon Spell effects that are kind of traits here, which activate itself when you switch to Togo/Razah. Ash Urns in itself kind of functionate similarely like conjure weapons, which change your weapon skills, while you carry them and give you kind of like a Banner also an aoE effect, when you put them to the ground, making the Ritualists Ash urns like a combination between conjures and banners

 

What we will most likely get > *The Shapeshifter*, a focus based spec as well, which has specialized itself to use the powers of the mist, the essence of legendaries, to transform themself into Champions, which are kind of Avatars of Legends to copy this way not only some of their skills, but also some of their abilities and traits, while you look also similar like the person you are copying .. no clues, this is kind of the best together with the ritualist, I can come up with this total bad base class design ...that makes at least some kind of sense to have in this game ...

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**Engineer**

 

What I want > *The Alchemist*, an axes wielding specialization, which is highly focused on the Alchemy line of the Engineer, makign usage of Alchemic Reactions, Gravity Control via Magnetism Manipulation and creates Homunculi, alchemagical creatures that kind of work similar like Ranger pets/undead minions and which have the special ability of fusionizing themself temporarely together either with their Master, or with other mechanical things of yours, like your Turrets, or your Kits like the Flamethrower or the Elixier Gun, to transform them into new different alchemagical enhanced versions with completely different skill sets.

 

What we will most likely get > *The Saboteur*, a mace wielding specialization of the engineer, focused on manipulations, trap control, more hard cc, which uses as utility skill Signets to have more active, as like passive ways for more control over the battlefield as a Saboteur.

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**Ranger**

 

What I want > *The Forager*, an hammer (greataxe skin) wielding direct frontal combat orientated hunter kind like spec inspired from Monster Hunter, which uses as utility skill Physicals and can use two pets at the same time to perform this way with them "Pet Combo Skills" Therefore you cant swap between them anymore to regenerate them quickly. If a pet dies, its dead, until you revive it ...

 

What we will most likely get > *The Shaman*, a kind of more offfensive orientated version of the Druid, which uses either Focus or Scepter as weapon as a Nature Magic user, which commands animals and summons them magically as well. The Shaman has no ranger pets anymore like a typical range,r he uses pets more like a Necromancer as minions and can have many of them at the same time.... The shaman uses Naturwe Magic to summon and empoer their summoned animals they call for help.

The Shaman kmind of represents the kind of Jumanji Style - one who uses the force of nature - animals, like an unstoppable stampede against their foes to control the battlefield with the help of lots of animals which help them. This goes also hand in hand with the lore of GW among the Norn, which have various animal representing shamans... its the kind of classic "high concept" concepts that anet likes so much and which is the reason, why we have such crap like the Dragonhunter, however, in case of the Shaman, in a much more fitting way, that is really part of the norn lore, unlike the dragonhunter, which exists only, cause braham has lost his mother ...

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**Thief**

 

What I want > *The Rogue*, a longbow wielding specialization of the Thief, which is highly focused around improved Shadow Steps (Shadow Raids/Assaults), us much more based on Boon Steals, weakens directly foes(Stat Reductions) by diasarming them via Steal and is specialized in trap control as well to have a class spec, which is able to clearly see and remove laid enemy traps and is able to see stealthed foes when going into stealth as well to have a clear direct stealth counter spec which is partially immune to stealth tactics of enemies which can stealth themself alot like other Thieves, Mesmers and Engineers. A spec, which gives an alternative to the rifle, which is a silent weapon and no loud stupid rifle!! A rogiue, which is able to share alot the boons they get7steal, so that the Rogue is a great group support class, enabling them this way a good spot in all team based game content, like WvW, especially Raids and PvP.

 

What we will most likely get based on the permanent QQ of peopel here *The Samurai* using the most unfittign weapon you can give a thief..the greatsword .. /meh

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