User:Lon-ami/Elonian elite specializations
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This article is a personal Guild Wars 2 compilation of Elonian elite specialization ideas by Lon-ami.
Preliminary analysis[edit]
Goals[edit]
- Creation of a new generation of elite specializations.
- Higher emphasis on the themes around each elite specialization, tying them to Elonian culture and customs. Make them feel part of the expansion, the continent, and the story.
- Stronger individual themes create a small brand around each elite specialization. Classic archetypes can be explored to reinforce this notion.
- Connecting the new elite specializations to the new continent yields a strong asset synergy. Many of the art assets designed for elite specializations will be usable in the wilderness of Elona as well.
- The new elite specializations need a stronger connection between the new weapon skills, the new slot skills, and the new mechanics. These three elements should reinforce each other as much as possible.
- Introduction of new and upgraded weapons.
- Expand the weapon pool, giving players new toys to play with, securing a wider margin for future elite specialization variety as well.
- Classic weapons can be upgraded, adapting aquatic weapons for terrestrial usage, and off-hand weapons for main-hand usage.
- Brand new weapons have the potential to be a key selling point. Smart choices allow salvaging of existing combat animations, saving development costs.
- Development of robust profession mechanic templates.
- Investment in stronger profession mechanic foundations, which can then be adapted for multiple professions.
- Future elite specializations can take advantage of these templates, reducing development costs.
- Utilization of these mechanics across multiple professions justifies aiming for a higher quality than usual, that would not be cost-effective had they been exclusive to a single elite specialization.
- Proper classification of normalized profession mechanics opens the way for higher cross-profession and equipment synergies.
- Upgrades to core professions.
- Core professions have various issues, including missing slot skills, lackluster elite skills, missing weapon roles, and restrictive profession mechanics.
- These issues must be addressed at the lowest level, at core professions, and not be circumvented through individual elite specializations.
- Upgrading core professions to solve these issues is a good long-term investment, providing a stronger foundation for all elite specializations, old and new.
Risks[edit]
- The new generation of elite specializations is much more ambitious than the previous one, and includes more advanced mechanics. The previous generation will require an eventual upgrade to keep it on equal terms.
- New weapons need new skins. Updating all original weapon sets with counterparts for the new weapons is desirable, but not viable in the short term. Skin variety for the new weapons will be considerably smaller in the early phases.
- Normalizing mechanics might lead to a loss of uniqueness across each profession. The new mechanics must not abuse the template system, and have an additional layer of work to make them feel unique for each profession.
- Upgrading core professions might not be viable in the short term, due to the multiple variables at hand. Too many changes in a short period of time can alienate players as well, specially in competitive modes.
Glossary[edit]
- Weapons:
- Upgraded weapons:
- Crossbow: Renamed from harpoon gun. Formerly of two-handed aquatic usage, now adapted for two-handed terrestrial usage.
- Scepter: Formerly of main-hand usage, now adapted for both main-hand and off-hand usage.
- Shield: Formerly of off-hand usage, now adapted for both main-hand and off-hand usage.
- Spear: Formerly of two-handed aquatic usage, now adapted for main-hand and off-hand terrestrial usage.
- Trident: Formerly of two-handed aquatic usage, now adapted for two-handed terrestrial usage.
- New weapons:
- Upgraded weapons:
- Mechanics:
- Companion:
- Pet: Summons an allied creature, with AI autonomy, which can be manually commanded.
- Relic: New profession mechanic. Summons an allied object, which needs to be manually commanded.
- Swarm: New profession mechanic. Summons multiple allied creatures, with AI autonomy, which can be manually commanded.
- Phase:
- Surge: Empowers the user, providing passive benefits and replacing mechanic skills. See Berserk.
- Transformation: Transforms the user into an alternate form, providing passive benefits and replacing weapon skills. See Death Shroud.
- Technique:
- Companion:
Elonian elite specializations[edit]
Elementalist - Dervish[edit]
- New weapon: Scythe (Two-handed)
- New utilities: Mantras
- New mechanics:
- Mystic Force resource bar
- Djinn Form transformations: (F5) (Locked to active attunement)
- Ruby Djinn (Fire)
- Sapphire Djinn (Water)
- Diamond Djinn (Air)
- Topaz Djinn (Earth)
Mesmer - Bladedancer[edit]
- New weapon: Axes (Main-hand and off-hand)
- New utilities: Tricks
- New mechanics:
- Vortex outbursts (F5) (Locked to active main-hand weapon)
- Bladedancer acrobatics (Three to choose from)
Necromancer - Scourge[edit]
- New weapon: Greataxe (Two-handed)
- New utilities: Mantras
- New mechanics:
- Scourge Shroud transformation (F1)
- Scourge swarms: (Three to choose from)
- Locusts
- Scarab Beetles
- Scorpions
- Swarm commands:
- Attack (F2)
- Return (F4)
- Swarm skills (F3) (Locked to active swarm)
Engineer - Occultist[edit]
- New weapon: Staff (Two-handed)
- New utilities: Glyphs
- New mechanics:
- Occultist relics: (Four to choose from)
- Forgotten Gatekeeper
- Infinity Hypercube
- Jotun Astrolabe
- Mursaat Nexus
- Relic skills (F6) (Locked to active relic)
- Occultist relics: (Four to choose from)
Ranger - Swampstalker[edit]
- New weapon: Spears (Main-hand and off-hand)
- New utilities: Venoms
- New mechanics:
- Swampstalker swarms: (Ten to choose from)
- Terrestrial:
- Birds
- Pocket Raptors
- Pygmy Moas
- Rodents
- Spiders
- Wasps
- Amphibious:
- Snakes
- Stone Crabs
- Aquatic:
- Piranhas
- Squids
- Terrestrial:
- Swarm commands:
- Attack (F1)
- Return (F3)
- Swap (F4)
- Swarm skills (F2) (Locked to active swarm)
- Swampstalker acrobatics (Three to choose from)
- Swampstalker swarms: (Ten to choose from)
Thief - Sharpshooter[edit]
- New weapon: Rifle (Two-handed)
- New utilities: Gadgets
- New mechanics:
- Lockdown outbursts (F3) (Locked to active main-hand weapon)
- Overcharge skill (F4)
Guardian - Sunspear[edit]
- New weapon: Trident (Two-handed)
- New utilities: Banners
- New mechanics:
- Wing Virtue skills:
- Wings of Justice (F1)
- Wings of Resolve (F2)
- Wings of Courage (F3)
- Radiance resource bar
- Ascension surge (F4)
- Wing Virtue skills:
Revenant - Hierophant[edit]
- New weapon: Torch (Off-hand)
- New utilities: Legendary Imperator
- New mechanics:
- Legendary Imperator Stance (F1)
- Hierophant relics: (Locked to active legend)
- Shiro's Blades (Assassin)
- Ventari's Tablet (Centaur)
- Apocrypha (Demon)
- Tome of the Rubicon (Dwarf)
- Searing Cauldron (Imperator)
- Relic skills (F2, F3, F4) (Locked to active relic)
Warrior - Corsair[edit]
- New weapon: Pistols (Main-hand and off-hand)
- New utilities: Tricks
- New mechanics:
- Corsair pets: (Four to choose from)
- Cockatrice with no armor
- Cockatrice with Crusher armor
- Cockatrice with Impaler armor
- Cockatrice with Slasher armor
- Pet commands:
- Attack (F2)
- Return (F4)
- Pet skills (F3) (Locked to active pet)
- Corsair pets: (Four to choose from)
Conclusions[edit]
Final weapon proficiencies[edit]
Weapon | Elementalist |
Mesmer |
Necromancer |
Engineer |
Ranger |
Thief |
Guardian |
Revenant |
Warrior | |
---|---|---|---|---|---|---|---|---|---|---|
One-handed | Axe | 00 | 10 | 00 | 11 | 00 | 00 | 11 | 11 | |
Dagger | 11 | 00 | 11 | 00 | 11 | 11 | 00 | 00 | 00 | |
Mace | 00 | 00 | 00 | 10 | 00 | 00 | 10 | 11 | 11 | |
Pistol | 00 | 11 | 00 | 11 | 00 | 11 | 00 | 00 | ||
Scepter | 11 | 11 | 10 | 00 | 00 | 00 | 10 | 00 | 00 | |
Shield | 00 | 0 | 00 | 01 | 00 | 00 | 11 | 0 | 11 | |
Spear | 00 | 00 | 00 | 00 | 00 | 11 | 00 | 00 | ||
Sword | 00 | 11 | 00 | 00 | 11 | 10 | 10 | 11 | 11 | |
Off-hand only | Focus | 1 | 1 | 1 | 0 | 0 | 0 | 1 | 0 | 0 |
Torch | 0 | 1 | 0 | 0 | 1 | 0 | 1 | |||
Vial | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 1 | |
Warhorn | 0 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | ||
Two-handed | Crossbow | 0 | 0 | 0 | 1 | 0 | 1 | 0 | 0 | 0 |
Greataxe | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | ||
Greatsword | 0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 | ||
Hammer | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | ||
Longbow | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | ||
Rifle | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 1 | ||
Shortbow | 0 | 0 | 0 | 0 | 1 | 1 | 0 | 0 | 0 | |
Scythe | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | ||
Staff | 1 | 1 | 1 | 1 | 1 | 0 | ||||
Trident | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
- 1 Weapons unlocked for the core professions, following the upgrades to be released with the second generation of elite specializations.
- Weapons unlocked exclusively for the second generation of elite specializations.
- Weapons unlocked exclusively for the first generation of elite specializations.
External links[edit]
- Guild Wars 2 Forum:
- Elementalist - Dervish: https://forum-en.gw2archive.eu/forum/professions/elementalist/Elementalist-elite-spec-idea-Dervish
- Mesmer - Bladedancer: https://forum-en.gw2archive.eu/forum/professions/mesmer/Mesmer-elite-spec-idea-Bladedancer
- Necromancer - Scourge: https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-elite-spec-idea-Scourge
- Engineer - Occultist: https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-elite-spec-idea-Occultist
- Ranger - Swampstalker: https://forum-en.gw2archive.eu/forum/professions/ranger/Ranger-elite-spec-idea-Swampstalker
- Thief - Sharpshooter: https://forum-en.gw2archive.eu/forum/professions/thief/Thief-elite-spec-idea-Sharpshooter
- Guardian - Sunspear: https://forum-en.gw2archive.eu/forum/professions/guardian/Guardian-elite-spec-idea-Sunspear
- Revenant - Hierophant: https://forum-en.gw2archive.eu/forum/professions/revenant/Revenant-elite-spec-idea-Hierophant
- Warrior - Corsair: https://forum-en.gw2archive.eu/forum/professions/warrior/Warrior-elite-spec-idea-Corsair