User:Lon-ami/Depths of Tyria
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This article is a compilation of personal Depths of Tyria expansion and race pack ideas by Lon-ami.
New expansion pack: ?[edit]
Guild Wars 2: ? is the fifth and final expansion pack for Guild Wars 2.
Introduction[edit]
New continent: Depths of Tyria[edit]
New skills and abilities[edit]
Nine new elite specializations[edit]
As with previous expansion packs, new elite specializations will be unlocked for each profession.
- Monk: The monk arts disappeared from Tyrian society long ago, but the dwarves kept their oldest incarnation intact, improving it over the last two centuries. The peaceful figure of the past is gone, replaced by a stalwart chaplain fighting beside his brothers at the front lines, keeping them all alive as the battle goes on. Monks carry floating hammers by their side, consuming them to channel their healing powers. Their weapon of choice is the mace, wielded in both hands, and their classic prayers are now channeled through mantras.
- Inquisitor: The high-ranking mesmers of the White Mantle were some of the most formidable foes Kryta ever faced, but they are no more, and their abilities now belong to the Shining Blade. Inquisitors wield these powers, letting them alter reality and turn the environment upside down into a deadly weapon. They wield rifles in battle, giving them the safe distance the zealots so often disregarded. They can manipulate their surroundings further, drawing pieces of debris from it to build constructs and send them to attack their enemies.
- Swarmhost: The long-dead insectoid seers were able to communicate and coexist with multiple invertebrate creatures, going as far as to form a symbiotic relationship with them, whole colonies crawling under their skin. Swarmhosts follow their teachings, leading swarms of insects into battle, taking their classic role of minion mastery much further. They wield crossbows in combat, designed to immobilize their targets and leave them ripe for swarm consumption, and can increase their joint effectiveness by applying various venoms to both their bolts and their minions.
- Occultist: Many ancient civilizations were lost to time, their ruins and artifacts the only reminder of their existence. Some left dangerous technologies behind, locked gates that should not be opened by mortal hands. The most daring engineers, calling themselves occultists, dig the depths looking for these haunted treasures, and combine them into a sentient mechanical construct, called the gatekeeper, hosting powers beyond mortal comprehension. They command their otherworldly pet with a staff, and use stances to direct it further.
- Botanist: Unbeknownst to many, the jotun were great gardeners. Millennia ago, when the Elder Dragons first rose, they rushed to save and catalog multiple species of plants and animals, keeping them safe until the dragons went into sleep once again. Deep underground, they developed magic to grow them strong and healthy. Botanists carry with them a seed pouch full of magic plants, which they can throw and see hatch almost immediately. They use vials to nurture their seedlings, and summon wells to grow entire gardens out of thin air.
- Soulbinder: The surviving bandits and zealots of the White Mantle chase no money or goods, only souls. Using ancient mursaat and seer magic, soulseekers carry floating bloodstone shards in combat, trapping the spirits of their enemies inside, to then blow them to pieces with their maces and consume the resultant magical reaction; all while chanting demonic mantras to celebrate their heresy. The mursaat may be long gone, but the faith of their most ardent followers will never die, as long as their corrupted hearts still beat.
- Paragon: The original Elonian arts of the paragon were lost to time after Palawa Joko's ascent. However, newfound forgotten relics may pave the way for a glorious return. Paragons channel guardian powers with a blaze of fury, temporarily ascending and transforming into a winged flaming avatar of wrath, striking fear into the enemies of everything that is pure. They carry tridents in combat, cleaving their enemies in half with every strike, and channel their remaining fury through wells of light, supporting their allies and consuming their enemies.
- Stargazer: The jotun had an extensive knowledge of astrology during the ancient times. Their sages watched the skies, trying to foresee future events, including the rise of the Elder Dragons. Stargazers can channel the magic of the stars, becoming one with the sky to temporarily upgrade their weapon skills. Their weapon of choice is the greatsword, used to open rifts between the worlds. They commune with the Spirits of the Wild by channeling the power of Asgeir Dragonrender, the legendary norn hero who faced Jormag and survived to tell the tale.
- Thunderlord: Once upon a time, the greatest warriors among the dwarves commanded the powers of the mountain against their enemies. Blessed by their ancient gods, they built the dwarven fortress of Thunderhead Keep, beginning a new era of prosperity for the dwarven race. Thunderlords mark the ground with runic magic, attracting storms to strike their runes and any fools nearby. They wield scepters in combat, using them as lightning rods to further channel the storm. They never go into battle without a good barrel of elixirs, more potent than common ale.
New mounts[edit]
Core professions upgrade[edit]
New activities[edit]
New masteries[edit]
Purchasing[edit]
New race pack: Memories of the Barathrum[edit]
Guild Wars 2: Memories of the Barathrum is the third and final race pack for Guild Wars 2.
Introduction[edit]
New playable race: Barathrum[edit]
New zone: Anvil Rock[edit]