God damn it, double post... this wouldn't keep happening if people would post more!
However I don't think people realize exactly the undertaking they're proposing. Anet spent over a year getting the launch weapons/skills into a decent balance. And when I see people propose new weapons, they're generally just citing a type of weapon, not a new or interesting role. "Engis should have hammers!" To bring what- CC? And then when they type out full proposals, they're redundant at best or hilariously bad at worst. I never played GW1, but from what I understand the excluded classes do not translate to this game mechanically.
I'll C&P some I posted on Reddit. Last one was all about the visuals since I don't really know where things would fit in the Necro's options.
Warrior - Torch
Boon Removal / Condition Damage
4 - Trial by Fire: Thrust your torch into the enemy's face, blinding them and removing two boons.
5 - Ignite: Use your torch to set your mainhand weapon alight. Grants fury (6s) and causes your next 5 attacks to inflict burning (1s). Lasts 20 seconds.
Torch feels like a solid option for Warrior; not too "magical" to be out of place, not too powerful, and if everyone else gets new weapons, Warriors should at least get
something.
I tired to make Torch compliment their playstyle; a blind and boon strip is useful as a defensive option (not to mention Warriors have no other means of boon removal), while Ignite serves to boost melee damage. Not quite as defensive as a shield, not quite as offensive as Dual Wielding; right in the middle with a neat visual effect.
I could see the Burning Arrows trait (Increased Longbow damage against burning targets) changed to just a straight damage increase to burning targets. Tactics is the support tree; neither strongly offense or defense-oriented, just like Torch. I think it'd fit well in there without creating too many headaches, and it would remain deep enough in Tactics so DPS-focused warriors can't just scoop it up for extra damage.
Thief - Staff
Bo Staff for Support / Control. "Martial Artist"
1 - Sweep / Kick / Overhead Strike: (Chain) Swing your staff / deliver a roundhouse kick / strike your target, inflicting Vulnerability.
2 - Agile Defense: Block the next incoming attack, gain initiative if you are not attacked. Can be cancelled to make an evasive leap backwards that grants Vigor to five nearby allies.
3 - Spinning Strike: (Whirl) Spin your staff, striking up to 5 nearby enemies. If more than two enemies are struck, each additional enemy hit grants one second of regeneration to 5 nearby allies.
4 - Vault: (Leap) Use your staff to pole vault into the enemy, knocking them down. Confused enemies are also knocked backwards.
5 - Concussive Blow: A violent strike to the head, dazing the target briefly and causing confusion.
1 (Stealthed) - Unsheathe: Reveal a hidden, spring-loaded blade to hamstring your victim (Immobilize). Your next three attacks also inflict bleeding.
I've always felt like Thieves are sort of the martial arts masters of GW2's universe and wondered why they didn't have more traditional martial arts-style weapons.
They already have plenty of stealth options via other weapons, so I wanted to see them get something very evasive and acrobatic. The #2 skill can block or evade, and the #4 skill can be used to close gaps, or knock down, or knock back if you combo with #5 or another player. You could also theoretically use it to pole vault away from enemies.
Necromancer - Greatsword
Cleave Damage / Control, Puppetmaster
When using a Greatsword, a shadowy, puppet-like creature is conjured into existence that follows the necromancer like a minion. This minion wields the weapon, even when the Necromancer has the sword stowed. All of the attacks cause this shadow creature to teleport to the target and begin attacking at melee range, though it cannot be targeted or killed and is merely a visual effect for a ranged attack. Enemies do not focus on the Marionette, as it is not a pet. For added effect, the necromancer makes menacing puppeteer-like motions while casting.
1 - Mangle - Your shadow puppet hacks at the target repeatedly (Cleaves). Every third strike grants you life force.
2 - Silent Scream - Inflicts Fear (1s) and chilled (3s).
3 - Garrote - Your puppet lashes its own strings to your target, damaging them for 8 seconds during which the puppet remains immobile. Can be cancelled to strangle the victim, bleeding them and pulling them back towards the marionette.
4 - Horrid Presence - An aura of dark magic forms around your puppet, inflicting 1s of weakness per second to any enemies affected. Lasts 8 seconds.
5 - Cut the Strings - Gain 3s of evasion and swap weapons; your puppet continues to attack on its own for the next 7 seconds.
As a nice complimentary trait, even though the marionette cannot be injured, any time an enemy's attack 'strikes' it you would gain life force.
/shrug