Let’s Unfinished Prestige Class summary
Gladiator: A specialization with the special skill to equip a Shield in the off-hand regardless of main-hand (sigil restrictions will apply), altering the 4 and 5 skill with a defensive twist. If wielding a one-hander, they will gain access to two effective off-hand shield skills.
[Requires Shield off-hand]
Brawler: A specialization with extra Adrenaline skills. This profession can portions of its Adrenaline to leap in an instant, shrug off conditions and even regenerate health. It also has access to bare-hand skills.
Pyrecraft: A specialization that manipulates fire and burning. Not only can a pyrecrafter gain benefits if burned but can absorb heat from burning victims to blend with other elements using F2-4, but only temporarily, augmenting their other 5 skills. Heat+Air creates plasma, Heat+Water creates steam and Heat+Earth creates ash.
Aerocraft: A specialization that manipulates air and placement. This version of an elementalist can move and teleport with ease, even teleporting victims via bolts of lightning. Aimed at burst damage, this specialization can create explosive blends of the other elements using F2-4. Air+Fire creates smoke, Air+Water creates fog, Air+Earth creates sand.
Aquacraft: A specialization that manipulates boons and traps. An Aquacrafter mixes high boon and support with mixed condition and physical damage as well as claim the battlefield. The more boons it or its allies have, the stronger their moral. Conditions are cleansed via pools created by F2-4, which can be triggered by enemies. Their effects depend on which element is used to pool. Water+Fire creates acid, Water+Air creates ice, Water+Earth creates swamps.
[F2-4 has global cooldowns shortened by moral, which acts like life force, built by applying boons and cleansing conditions]
Terracraft: A specialization that focuses on conditions and point control. A Terracrafter mixes defensiveness through nullifying damage and applying conditions via elemental altars created by F2-4. Only 1 altar can be manifested at a time and can be destroyed, but each creates areas that may hinder the enemy as well as aid allies. Earth+Fire creates steel, Earth+Air creates sand, Earth+Water creates plants.
[F2-4 work as toggles that work off a global cooldown when summoning and unsummoning]
The idea being, the prestige class would work similarly to the original class but taking away one aspect or simply slightly altering something to change the style of play. For the warrior prestige ideas, the Gladiator is a mix of defensive and offensive, limiting movement and versatility a bit because you can only take full advantage of it with a shield off-hand…but you can wield a shield and a hammer at the same time…for the Brawler, the difference is, Brawler simply has a few other ways to spend Adrenaline, often for movement and self-support.
For the elementalist prestige classes, they swap out much of the versatility of the class for strong specialization…hopefully, they would also have weapon swaps available for those players that simply want a slight mix of both range and melee. Of course, that comes at the cost of being able to swap into a defensive, healing or offensive attunement. What you lean toward (defense, healing or offense) is then dependent on the prestige class.