Tumgik
#this took me 2h to type - you better interact with it you goblins
achromant · 5 months
Text
Tumblr media Tumblr media
Ranking all GW2 Specializations
by 1) Gameplay and 2) Visual
based on over 15k hours of playtime, supported by badly drawn Elite Spec Icons.
Feel free to make your own version and reblog or @ me. I wanna see your reasoning :3
Explanations, sorted by classes, below:
Elementalist
Base Elementalist: Pretty sturdy gameplay. Features both interesting interactions, as well as great utility. Versatile, and visually okay. Attack animations desperately need cleanup.
Weaver: Elegant gameplay. Flows smoothly during combat and offers great utility. Also has nice defensive options available. Requires experience and thinking ahead to pull off. Visuals are okay, and feel like a great fit for the aesthetic without being too overwhelming. Especially love Weave Self.
Tempest: Really cool playstyle. Requires a similar amount of attention as Weaver, but in a different way. Unmatched breadth of utility within elementalist classes. Could even be a contender for top spot at visuals, but Fire Overload visually drags the whole spec down.
Catalyst: This class has no right to exist. It feels like someone said "Elementalist doesnt deal much damage, let's give it some numbers." and then stopped halfway through. There is no utility, no elegance, no cool interactions with the gameplay. The whole class feels restrictive and clunky to use. If you like the hammer cata playstyle, better play Weaver. If you like nice interactions, play Tempest. Jade Orbs dont feel like a mechanic, but a punishment. Visually boring, horrible UI, aweful animations.
Mesmer
Base Mesmer: Elegant gameplay, but lacks flow in certain edge cases. Kinda wish greatsword was more melee, but with range capabilites. Needs some more fun interactions with its own mechanics.
Chronomancer: Essentially Mes Plus, when compared to Base Mesmer. Great gameplay, fun and flowey. Slightly choppy in some millisecond cases, but still amatzing to play. Visually striking, absolutely mindblowing sound design. Continuum Split could use a more impactful visual design, like a giant illusiory asronomy clock that ticks down.
Mirage: The self contained version of Mesmer. Lacks a bit in support options for allies, but offers elegant gameplay if timed correctly. Visuals are adequately unique, sparkly but still not overwhelming. Does not have the visual Boom that Chrono has, but feels just that more natural.
Virtuoso: What if took anything that that means Mesmer and just. Didnt do that. This class feels not like a Mesmer anymore, mechnically speaking. Lacks support options, and is outshined by Mirage when it comes to PvP gameplay. Also I'm so fucking pissed at the daggers floating constantly above my head. Animations are kinda cool, though a bit overwhelming. Fun Fact: I divined the coming of the Virtuoso in some sketches a while before EoD previewed. Though in my head it was a Guardian Spec, shooting small silvery stars with its Virtue skills. AND it had double Daggers.
Necromancer
Base Necromancer: It fills its role as master of death. Even the base version of Necromancer has impactful gameplay, and both okay utility, damage, and support for allies. Lacks elengance at some points, especially in Shroud. Visually okay, could use more explosions.
Reaper: Death Knight, here i come! Reaper offers amazing visual effects, and both impactful and flowey gamplay. Reaper Shroud has just the right oomph to make it feel like the steamroller it is. Even when playing without quickness during shroud, it feels amazing. The slight sluggishness just adds to the experience. Did you know that when you enter Reaper Shroud, the character grows giant feathery wings that explode within the fraction of a second? So fucking beautiful.
Scourge: As the absolute opposite of Reaper, this spec offers exactly what Reaper lacks: impactful gameplay at range. Though Scourge can absolutely hold its own in melee, this version feels like a true death mage. Only issue i have is that it's yellow. Horrible choice.
Harbinger: Why does it exist? Ugh, this thing feels so boring. Harbinger would've been a better fit as an Engineer spec. I don't even care about the utility of those damn potions, they lack uniqueness, aesthetic, even the skill icons look like placeholders. What does it have to offer? Well. It gives quickness. Though you could just use a Chronomancer Relic and play another spec. And why am i a black cloud midfight? hello?
Engineer
Base Engineer: The epitome of improvisation. Toolbelt, weird inventions. Explosions, potions, flamethrower. Engineer feels like Elementalist without the magic. There's amazing interaction between skills, great offensive and defensive options. Engineer feels like a hectic class at times, but with some experience it can just be as chill as any other class. Could use some more striking visuals, but still okay.
Holosmith: What if we take an Engi and give it just a smidge of magic? Holosmith feels like an extension of Engineer that pushes it into a slightly different direction. It's just as versatile as the base version, but has even better options for agressive gameplay. Playing a Holo feels elegant and has just the right amount of sparkle and whoom. Still has good interactions with other players, but can easily hold its own. 10/10 design.
Scrapper: Essentially the opposite of Holosmith. What if Engi, but even LESS magic? Though Scrapper can feel a bit sluggish at times, it still has a nice gameplay. Same issue as Base Engi though, it needs more sparkles.
Mechanist: Why put training wheels on something that already has so many levels of gameplay? Mechanist feels like the worst option in any situation. The only saving grace may be the alacrity (which is applied in the most horrifyingly braindead way possible). There's no visual connection between Base Engi and Mechanist, neither in color nor in shape. Why is the mech so that? The gameplay would feel more fluent if you just kidnapped a new player from Queensdale and gave them a gun. Would also be easier to handle than that damn mech.
Thief
Base Thief: There's elegance here, but it's quiet. The visuals underline the subtle beauty of this class. Even a base Thief offers nice utility and okay interactions with other players. The only reason i placed it that low is because how stealth works. A better idea would be to replace it with something like Blur, maybe granting a 50% chance to automatically evade an attack and avoiding being directly targetable in competitive modes.
Daredevil: This is the oomph Thief needed. it feels like it hits hard, but with deadly accuracy. You lose a bit of stealth capabilities, which is a plus in my opinion. Essentially, this is what a monk class in other games would be. It doesn't even need much utility by itself, base Thief already has a bunch. Only issue i have is that i would love it actually using fists to fight, preferably in addition to a staff. Maybe could leave weapons unequipped to swap to an unarmed fighting style? Fun though, great design.
Deadeye: The absolute opposite of Daredevil. This sharpshooter class prefers intelligent positioning rather than quick reactions. It offers great damage and okay support capabilites. Visual effects appear perfect for this class, though the sound design is only okay. Definetely needs a better interface for displaying Malice stacks. And maybe remove the casting time of Deadeye's Mark?
Specter: What if Necromancer, but. Not. Playing Specter feels like playing Core Necro, but with more teleports. Wells are, well. They exist, but only barely. Visual effects are underwhelming, the while class lacks the feeling of impact or elegance that even a base Thief has.
Ranger
Base Ranger: I can see how people like playing ranger, but only through a vaseline treated camera lens. The class itself has okay utility, but lacks in interaction with other players. Though a Ranger's defining feature is the pet, it's also its biggest flaw...
Soulbeast: ... which Soulbeast 100% solves. I will continue to ignore Base Ranger and just pretend that Soulbeast is what Ranger was always supposed to be like. Soulbeasts have the option to just. Not do the whole minion managing thing. Stances feel elegant and unique, and bring fresh air to a moldy base class. Really cool visual effects, though i wish i could turn off the green swirlies while merged.
Druid: I was in Druid Jail for most of my raiding days, so i know what i'm talking about when i say "Urgh." The base mechanic of a Druid is the Astral Avatar, which by itself is probably the best thing Ranger has to offer. It's pretty, it has boom, it's actually useful and elegant. The issue here is swapping in and out of it, which feels clunky and more of a hassle that a reward. To heal with the Avatar, you need people to take damage, so you can heal them, which fills the Avatar, which allows you to. heal. them? Better solution would be to make it similar to Firebrand Tomes so that it still needs energy to use skills, but allows you to spread out your healing a bit.
Untamed: What if Soulbeast, but. Thief. Well, the result is a clunky mess that looks like a swampy lump of bonk. Probably makes a wet smoph when it his a wall. There is no way for me to enjoy this class. The supposed flow of a good Untamed rotation is completely unknown to me, simply because it's so damn ugly. Play Soulbeast.
Warrior
Base Warrior: Hello, yes, it's the bonk class. Love it, have it, it still bonks. What looks like a braindead brick only people with a real life play, is actually an ornate pattern of golden filligree. A base Warrior offers elegant and flowy gameplay at a minumum of effort, and can with some experience still weave itself through the flow of battle. Wish it had more fun interactions with allies, aside from Shout skills. Could go great with Wells.
Berserker: Warrior, but with more bonk. There's exactly two issues i have with this spec. One, its visual effects feel lopsided. Needs more boom toward the target, and less burning man on myself. Two, it lacks utility. However, any rotation that's done on Berserker flows perfectly, it feels fast paced and has absolutely perfect sound design. Executing a perfect Axe/Axe feels like playing a rythm game in the way it bonks.
Spellbreaker: Less bonk, more tshink. Spellbreaker feels like someone took the best about a Thief and put it on a Warrior. The playstyle between Daggers and Full Counter feels elegant and smooth, but requires good reaction. Spellbreaker shines versus players rather than against monsters, which is probably the only issue i have with this spec. Beautiful shiny glitter sparkle capacity though.
Bladesworn: Okay, it says on the tin that it contains Flow, but no. Bladesworn trades movement for maximum bonk. Could use more elegance in its skills, but it makes up for it with great bursts, so much that you can almost feel pixels being cut. The absolute worst about this spec, and the reason why it's not in the legendary tier for me, is that damn Gunsaber. It either needs to be broader for more bonk (with a powerful downward strike as Dragon Trigger), or about 50% longer for ultimate tshink (with a ligering silver sparkly line where the blade sliced your pixels), you know what i mean? As is, the class feels like the definition of blue balls.
Guardian
Base Guardian: The first time I solo'd Twilight Arbor's Aetherblade Path was on a base guardian, some time before HoT. I used a mace and a shield and just slowly pummeled my foes to death. Base Guardian has the feeling of a true paladin class, with just the right amount of sparkle and utility. Only reason it's not way higher on my tier list is that it cant do much on its own.
Dragonhunter: Such a beatifully executed class! There are aesthetic parts that make Dragonhunter feel like a holy warrior, but without the support capabilites of a true paladin class. That's a good thing, by the way. Its playstyle feels unique, at most comparable to a Warrior, but just barely so. Dragonhunter has some small group support, but shines with utility and bonk. If it wasnt for the Traps' visual effects, i wouldnt even care for those (excep Dragon's Maw, like wow). The whole class is perfect. Would've been higher on the list if the rotations felt just a bit smoother.
Firebrand: This one is a more support oriented Guardian. It overflows with utility and support skills. Factually speaking one of my favorite classes. Speaking from a balancing standpoint, it can do way too much at once with its Tome skills. There's elegance in this class, mostly due to it being filled with skills to the point it overflows. Visually, amazing work, same goes for the sound design.
Willbender: A movement based version of Guardian. Willbender feels like it tries to be a monk class, but somehow misses still. There's something lacking from the whole design. You could probably slap this spec onto any other class and it would still work. Together with base Guardian skills, it's fun to play though. Still a balancing horror, for the same reason as Firebrand: It can do way too much for a single class. Aesthetically i find it absolutely revolting. I get that the Virtues are supposed to be movement skills, but they feel choppy to use and leave red-blue scorch marks on the ground. These weird trails look like an accident and are outshined by most other base Guardian skills. All over, a meh rating.
Revenant
Base Revenant: I am regularly confused when i see this spec's icon. There is absolutely no reason to play a base Revenant. There's not much reason for me to play Rev anyway, but hey. What i love about it are the Legends. What i hate about it. also Legends. There's utility and versatility, but both are locked behind Legends, which makes the whole class feel rigid and choppy. I am a fan of the energy mechanic though, and the visuals are also kinda pretty. Could use more sparkles though, maybe more in the Necromancer direction.
Herald: Since Rev came out with HoT, it released with its elite spec from the start. And to this day, Herald is the actual Base Rev to me. It sparkes, it bonks. It feels fine to play, not under- or overwhelmingly so, but just. pretty okay.
Renegade: This one feels like a base Rev (not Herald, in this case). It had the advantage of using a shortbow when it released, but since SotO it lost its usefulness to me somewhat. The Renegade Legend's skills are fun; somehow like Well skills, but visually more striking. The rest of the spec is only meh.
Vindicator: Another one with more bonk! Equip a Stamina Sigil and go stomping! Vindicator feels fun to play, has nice visual effects and great sound design. Similar to Reaper, you can really feel the bonk. Absolutely hate the double Legend thing though, it feels choppy and sluggish to use, similar to playing Elementalist while affected by Chill. I would love Vindicator on another class, like Warrior for example. But since it's a Rev. It's a No.
Conclusion, Expansion based:
EoD specs generally feel the worst of the bunch. booooring. There's no EoD spec in the game that i can really enjoy playing.
HoT specs feel bonky, but slower. On par actually with the whole maguuma jungle (except Pocket Raptors. wtf was anet thinking there)
PoF specs feel less bonk, but more elegant. Also matches the Crystal Desert (except Hydras. THOSE feel more HoT than PoF)
Elementalist is my favorite overall, followed by Mesmer, Engineer, Guardian and Necromancer in that order. Revenant and Ranger can dissolve into brown slidge for all that i care.
43 notes · View notes