If every class specialization has a new sphere of influence (i.e. Druid = Plants, Shaman = Spirits, ect), what area would you like to see your class specialization be in?

My predictions, with the general idea and then the unique profession mechanics:

  • Guardian: Paragon. No longer having the big focus on protecting themselves, I believe Paragons will be the game's first full-blown support class. Perhaps we might see some ally-targeted skills here, with a bigger focus on consecrations and areas that benefit allies.

As for their profession mechanic, I think it will follow the same sort of ideas as virtues but instead be changed to medium-sized (similar to a ranger's Barrage skill) ground-targeted fields instead of a personal skill with a small area of effect if you spec into it. As well as having beneficial effects like might gain and regeneration, enemies caught withing these fields will receive the new effect slow and things like vulnerability. Trait line would replace Virtues and effect the cooldown and duration of these skills. To compliment this, I think they'll gain access to a longbow to make a more viable ranged guardian than the scepter available, where they can buff from afar and not stick to the front lines.

  • Revenant Ritualist. Rather than becoming conduits for their chosen legends, I think Revenants will gain the ability to summon corporeal manifestations of the legends. I think they'll still have the second half of their skill bar governed by the legend they currently have selected, but rather than have the energy bar it returns to the normal cooldown system, albeit with things that require sustained energy use simply having a limited time.

When it comes to the unique class mechanic, there will be the opportunity to "summon" the legend that will appear as a minion designed to do certain roles depending on the legend. For example, Jalis Ironhammer could have a high health pool and access to skills that taunt the enemies, while Mallyx has an attrition-esque area of effect around him that stacks conditions on enemies. They would work on a cooldown rather than being permanent. I can't speculate on the trait changes, but I can assume the trait line that buffs energy upkeep will be replaced with a trait line that reduces the cooldown on summoning times. We don't know the weapon types of the Revenant yet, but I can only guess at staff. Maybe a melee staff?pleaseanetplease

  • Warrior Battlemage. Warriors that specialise in magic, using magic to push themselves to 110%. While this may seem like more of a guardian mechanic, I envision it to be more of a "magic imbuing physical attacks" rather than an outright magical attack. So for example using magic to make your punch hit with more physical force, rather than using magic to turn your punch into a hadouken.

If we were to remove the adrenaline from a warrior, I think it would be replaced with a "frenzy" mode. On a cooldown based system, the frenzy mode would give a flat increase to damage output and give the warrior a higher defense for a short period of time, to allow for even greater burst/tank potential. To compliment this I think the warrior would earn a more "magical" weapon. While most people would jump to a damage-dealing weapon like a staff or a scepter, I think a focus would be more appropriate that stacks boons on the warrior. Traits wise, discipline would be replaced by a specialisation specific trait line that would provide a longer frenzy mode to the Battlemage.

  • Ranger: Druid (no surprise there, eh?). While the trailer proved to us that they'll be keeping the pets, I believe pet special attacks will be removed, and there will be much less control available to the user. They would act more like a summoned elemental or minion, and revive themselves out of combat. Pet swap will be removed, the skin would be purely cosmetic and there will be a base armor, dps and health value for ALL pets.

Instead of the heavy pet focus, Druids will gain more Nature Magic skills, the Beastmastery trait line will be removed to be replaced by "Druidry" or something similar. I think this specialisation will have a much heavier focus on the nature spirits (Sun, Stone etc) and we'll see a lot of buffs given to them, as well as some new spirits. We might potentially see something akin to the Necromancer's Death Shroud but instead turn into a Druid Spirit from GW1 (Oakhearts but ethereal to those that haven't played the first game). The druid would gain new skills, customisable through the trait line. I think the staff will be very CC based, with immobilizes being a big role in the playstyle of the weapon. (Vines = immobilize, right?)

  • Engineer: Technician. While the Engineer is already hell-bent on turning the tide of evil with a toolbelt of gadgets and weapon kits, I think some would want to mobilise their more "powerful" gadgets. Namely, the turrets. While turrets are grand for defense and holding an area (e.g. winning Conquest), they are immobile. I think the Technician will lose the toolbelt and gain the ability to "upgrade" their turrets. As we saw in the trailer, the engineer had several flying robots following him. Mobile turrets? Methinks so.

With the removal of the toolbelt, I think the Techy will be allowed to grant a few of his turrets the gift of flight, and take them on the move. While this would severely limit the Technician in his utility skills (e.g. turrets only) if he wanted to take full advantage of the specialisation mechanic, it would be a decent tradeoff. Some buffed turrets that follow him around? Sounds fine to me. Trait payoff would be losing the Tools line to be replaced with the technician line, which passively increases turrets health pool and damage/healing/cooldowns. As we have all guessed, he'll earn the hammer which would be the first proper melee weapon for the engi, allowing his turrets to get up close and personal. Who needs a flamethrower kit when you have a flame tower watching your back at all times?

  • Thief WIP. Not sure about Thieves yet as their mechanic is already so strange.

  • Elementalist: Arcanist, instead of attuning to one of four elements they will instead use "arcane" spells, which are more akin to the arcane spells like Arcane Shield or Blast. The skills will still have elemental themes, but much less prevalent than the base elementalist. Traits that react to your current attunement will either be tweaked or removed. (I seem to remember Anet saying that some traits will be locked, as well as whole trait lines?). Instead of the "arcana" trait line they will have a new trait line that focuses on the management of the profession mechanic that follows.

Whenever they cast a weapon spell they will gain something similar to the warrior's adrenaline, and can then use that power to buff one of their heal/utility skills (e.g. more damage or an extra condition). Possibly available to elite skills at a much higher "energy" cost, but I doubt it as they're already buffed. To compliment this, I think the Arcanist will gain access to a sword that has AoE skills that effect the area around the user.

  • Necromancer: (unofficial name) Minion Master! Instead of absorbing the power of death for your own use, harvest the souls of the dead and convert them to your own, greatly boosting the amount of minions on the battlefield and imbuing their power. This specialisation will focus on the Death Magic trait line, doing away with Soul Reaping and converting it into a second line dedicated to reanimating the dead. The Minion Master was SUCH a huge part of GW1, I don't think they can skip out on giving it the justice is sorely needs as, let's face it, minions are useless in GW2.

Working on a mechanic slightly similar to the Mesmer's clones, I think that the Necromancer will still gain power from the enemies that he kills, but instead channel that power into creating more and more minions. Skills F1-4 will each correspond to a different minion type (e.g. Vampiric, Fiend, Shambling and Bone Horror?), and the necromancer will expend the energy from felled foes to create minions that last for a limited time. The trait line will focus on buffing these minions, which will be seperate from the ones created with the utility skills. I think the GS will be a purely DPS focused weapon, giving the necromancer the tools that it has been sorely lacking to burst down enemies to fuel its army of corpses.

  • Mesmer: Chronomancer. Remember that clockface-esque skill we saw in the trailer? Remember that scrapped profession from GW:Utopia? Remember the Mesmer primary attribute from GW1, Fast Casting? I reckon Mesmers are about to get a whole lot quicker.

Deriving directly from GW1, the Mesmer was able to spec itself to shave enormous amounts of time from long casting times, and I think we'll be seeing a return of that. A bar of energy that gets charged every time a mesmer casts a spell, and begins to drain when they stop. This bar would cut down cast times the higher it went, allowing the mesmer to crank out those skills faster and faster the longer the battle rages. And what comes as a result of speed? Chaos. I think we'll see a lot more from the chaos trait line at the expense of the Illusion traits, and the mesmer will be focused on throwing out boons and conditions every which way. The shield? Creating fields of slow and quickness.

Please feel free to reply with your thoughts.

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