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Old Nov 16, 2005, 01:23 PM // 13:23   #321
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Quote:
Originally Posted by lg5000
Originally Posted by Seissor
Rich ppl hire assassins? 0_o because in some parts of the world it costs 200 dollars US to have someone walk up and shoot someone else in the face.

Assassins are employed by anyone with the need.
o.0 you can pay 200 dollars to get some one killed? damn.. what happened.. i rememebr the good ol days when you could get like 10-20k for doing a job like that
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Old Nov 16, 2005, 01:59 PM // 13:59   #322
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Predictions:

fully melee (obviously can use ranger or whatever skills, but all assassin skills will be along the lines of dual wield stuff).

combat claws, swords, nunchukas, sai's, daggers, batons (kinda T-shaped), im thinking a bit of oriental flavor in terms of variety.

dual wield - implemented as special offhand items requiring investment in the dual wield attribute of the assassin class (like say a pvp earth scroll now requires 9 earth). wont do more damage unless a special skill is being used, will mean that many skills are 'consecutive hit' dependent, ie. the next 3 hits cause conditions a b c and increase the duration of all conditions by 5 seconds.

stances - think mesmer - but geared towards reactive attacks/counters, eg.
Disarm:
if target attacks in the next xx seconds, you strike causing xx damage and all attack skills are disabled for xx seconds.

escalating conditions, it starts with weakness, but each successive attack causes the next condition in a list -> weakness - cripple - bleed - blind - deep wound.

poison will definitely be in there, assassins and poison just go together too well to not be used. maybe some kind of enhanced poison effect, extra pips of DoT each xx attrib points in whatever.

stealth will most likely be like blackout - use it and all skills are disabled for xx seconds. im thinking transparency will be the name of the game, but ofcourse thats not that useful if you can still be tab-targeted. so im guessing stealth will drop you from the tab list and let you be targeted only via direct clicking.
although shadow stepping and the description seem to allude to a teleport type mechanism - maybe nightcrawleresque? short range - equivalent to having 150% speed for a couple of seconds and moving in a straight line, although the pseudo-Z-axis makes this exploitable.

there will be something that lets you do shadow damage instead of normal damage, maybe a shortlived stance - Shadow Form, all your attacks (not spells) do shadow damage, all damage done to you is shadow damage.

im guessing there will be some skill like Misdirect - target and adjacent foes lose their current target, the next big antispike skill.

aoe daze was mentioned, and yeah that and aoe blind are 2 skills i see very likely.

and i guess 70 armor - 3 pips energy.

although im wondering what the energy management component will be??

rangers have expertise
elementalist have storage
necro have reaping
monk have bonus healing
warriors have adrenaline
mesmers have energysteals

im guessing something like 'Inner Peace' or somethign requiring inaction, no skill use, maybe even no movement. to tie in with the idea of stealthing, waiting/charging up, striking.

or maybe they will have to use zealous to be really effective, thereby prohibiting the vampiric (still a weapon switch away).
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Old Nov 16, 2005, 02:35 PM // 14:35   #323
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I don't see why people are saying it's unoriginal. Every class in Guild Wars is "unoriginal", but it's what people do with them professions that creates the diversity.

Rangers for example exist in just about every RPG/MMORPG, but within Guild Wars sub-classes have developed; Trapper, Interrupter, Spirit Spammer etc. I'll be interested in seeing what different original roles players develop for Assassins.
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Old Nov 16, 2005, 02:36 PM // 14:36   #324
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predictions? in engineering thats called a WAG (wild ass guess) it can cost lives in the military.

you read some fluff that says one possible skill and ALREADY you are posting 'predictions' on skills, attributes and style. others are ALREADY posting how this class is going to suck balls. they can't possibly work. overpowered.



uh huh. everyone just cool the beans here. we have a picture and a story. talk about the picture and the story. everything else has a place in Sardilac. 'predictions'? or my idea for a cool assassin.


one interesting thing is the fact that everyone and their mother will be playing assassins when ch2 is released. time for some SERIOUS henching.

oh yes and lg5000?

Quote:
Assassination for money
Individually, too, people have often found reasons to arrange the deaths of others through paid intermediaries. One who kills with no political motive or group loyalty who kills only for money is known as a hitman or contract killer. Note that by the definition accepted above, while such a killer is not, strictly speaking, an assassin, if the killing is ordered and financed towards a political end, then that killing must rightly be termed an assassination, and the hitman an assassin by extension (in the same way that a Manchurian Candidate-style killer would be an assassin because, though they have been brainwashed to kill and have therefore no political aims, those that brainwashed them do have such aims, and if the killing can be termed an assassination, the killer must be an assassin).

Entire organizations have sometimes specialized in assassination as one of their services, to be gained for the right price. Besides the original hashshashin, the ninja clans of Japan were rumored to perform assassinations — though it can be pointed out that most of what was ever known about the ninja was rumor and hearsay. In the United States, Murder Incorporated, an organization partnered to the Mafia, was formed for the sole purpose of performing assassinations for organized crime. In Russia, the vory (thieves), their version of the Mafia, are often known to provide assassinations for the right price, as well as engaging in it themselves for their own purposes.
from that very page you quoted. so paid hitmen BECOME assassins due to the motives of their employers.
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Old Nov 16, 2005, 02:38 PM // 14:38   #325
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Quote:
Originally Posted by Charcoal Ann
one interesting thing is the fact that everyone and their mother will be playing assassins when ch2 is released. time for some SERIOUS henching.
You're forgetting about the other new profession(s).
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Old Nov 16, 2005, 02:41 PM // 14:41   #326
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yes... however i'm hearing that there is only going to be 2 new professions? and if there are more what do you want to bet that one of them goes the way of rangers and are generally seen as 'crap' and 'useless' and 'retarded'

just a thought. (assassin could be that class but i can't see it because of the image that surrounds them. assassins are 'cool')
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Old Nov 16, 2005, 02:45 PM // 14:45   #327
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I will laugh if the other new charachter is a druid though.
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Old Nov 16, 2005, 02:49 PM // 14:49   #328
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Quote:
Originally Posted by aron searle
I will laugh if the other new charachter is a druid though.
Even if the Druid has cool powers? Like Shapeshift?

Charcoal Ann -

Where did you hear there will only be two new profs?

As for Ranger being crap, I think Rangers will be more popular now AoE has been fixed - they are good spikers.
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Old Nov 16, 2005, 02:55 PM // 14:55   #329
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Originally Posted by jesh
All the better for empathy and spiteful spirit. I like dual weilding already.
Wouldn't be hard to shielding hands the attack or just remove the hex, assuming the class doesnt get something along that defensive idea, assuming you can target them of course. Their counter would end up being mass fear me spam, making it so that was your only opportunity to use that skill.

Double up the hits at a slower pace only feeds IAS skills more and more rapid attacks only feeds adrenalin more. Pretty much a lose/lose situation compared to what already exists.

Quote:
Originally Posted by jesh
Amen on the speak/pikeman. I'd like to see something like this also, or another caster.. but then again, there are a lot of those already.
Polearms and other 2h weaponry sound more like a different skill line for warriors, not a new profession.

Quote:
Originally Posted by jesh
Adrenaline is implemented as soon as you equip an adrenal skill. Put rush on your elementalist, and you'll see. They can't just get rid of adrenaline for a new class.. or .. maybe they could. Who knows what Anet has in mind.

For the record, I really was hoping Anet would just forget about stealth classes, but oh well. Can't change it now. I won't be a b!itch and complain, I'll just abuse the new class as best I can.
From what is suggested so far, it sounds like the assasin is already going to be difficult to balance given the existing skills available.

Quote:
Originally Posted by jesh
I don't know what I'd call it, but the proffesion would use wires as weapons, and metalic claws for close range,maybe somewhat like a deadly trapeze artist. That's right. Think of a very high dextesity character, that has major snare moves and mob control. Maybe something with high aoe damage from shards of metal. You'd be able to entangle/strangle enemies, and avoid conditions such as knock downs with your own skills, aka, being in the air. While you're in the air you'd have some sort of penalty, say maybe 33% more from air magic or something. Of course there'd be something to increase your movement speed by swinging around. The armor would be metalic, but not too heavy looking. Lots of spikes though.
I wouldnt call a weapon style a profession, but it certainly is a different idea. Acrobat, in other rpgs, was the "polite" way to refer to a agile theif who specialized in breaking into hard to reach places, like 2nd story building. See the asian gymnast in oceans 11 for a reference in a less "fantasy" setting.
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Old Nov 16, 2005, 02:55 PM // 14:55   #330
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Quote:
Originally Posted by Mordakai
Even if the Druid has cool powers? Like Shapeshift?
QUOTE]

yea, think diablo 2.
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Old Nov 16, 2005, 03:06 PM // 15:06   #331
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Some of the posts in this thread really have me baffled... But I won't get into that.

Anyway, I'm looking forward to creating a new assassin character when Chapter 2 comes out. My previous game addiction was Diablo 2, and the assassin was my favorite character in that game. I will not speculate as to what abilities the new assassin profession will have in Chapter 2, but I will make some suggestions as to what I think would be good features for new professions and for Chapter 2 in general. (I don't do PvP, so these are all PvE suggestions.)

1) In general, I think that if you introduce X new professions with the release of Chapter 2, you should also give us loyal players X new character slots to try out the new professions as a primary. I will be quite disappointed if I am forced to choose which of my 4 existing level 20, ascended, infused, fully loaded characters must go to make room for my new assassin. My preference would be that if you introduce 2 new professions in Chapter 2, that you give us 4 new character slots. This would allow players to create a primary character of every profession, and would make everyone happy I think.

2) I'd like to start out my new assassin at level 1 and work my way up to level 20. I know some people won't like this, but think about it. Working up a new character in levels teaches us how the profession works. It's only 20 levels, after all, and there is some satisfaction in working your way up to achieve the max level. I agree with some of the other posters in this thread, however, that we shouldn't have to start out in pre-searing Ascalon. In fact, my preference would be that no assassins appear in pre-Ascalon at all. There should be an entire new pre-Area for assassins and any other new professions introduced in Chapter 2. This will give us a new start for these characters and a new way of integrating them into the larger story of Tyria.

3) Expanding on my idea in 2) above, players who purchase Chapter 2 and create new characters (not necessarily assassins) should be given the option of where to start the game: Either in the old pre-Ascalon or the new pre-Area. If you want to create a new character with an assassin (or other new profession) primary or secondary, the new pre-Area would be your starting route, since there would be no mention of the assassin in pre-Ascalon. For existing characters, changing your secondary to assassin could be accomplished in the Crystal Desert, as it is now. Perhaps the entry point for assassins and other new professions into the remainder of the game could be Lion's Arch instead of post-Ascalon. (So this new pre-Area would need to be somewhat larger than the existing pre-Ascalon. Nothing should prevent assassins from backtracking, however, to reach the post-Ascalon areas.)

4) There has been some mention in this thread about picking locks on chests. I for one think this is a great idea, but there should be some limitations on how it works. Here is my suggestion. Introduce a new type of kit, like the Salvage and Identification kits. This kit would be a Lockpicking kit. It would have a certain number of uses, and would be fairly inexpensive like the current kits (as compared to the cost of keys). Allow everyone to attempt to pick a locked chest. Difficulty would scale by the type of chest being picked, with FoW and UW chests and being the most difficult and Ascalon chests being the easiest. Each attempt uses up one use of the Lockpicking kit. Assassins, however, could have as a benefit of their primary attribute an inherent bonus to picking locks. I'm not offering a formula, just a general idea. I think that introducing kits like this would make chests more fun. (Right now I don't particularly like the new locked chests, as I tend to get more money selling the keys for them than I do from the contents of the chests themselves.)

5) I think dual wielding weapons should be available to all characters, but that (like the current scheme) only assassins will have an attribute associated with dual-wield. Every character can use a Mursaat hammer right now, but only someone with the warrior (primary/secondary) profession can take full advantage of it. There seems to be no reason to introduce limitations to what weapons characters can wield. The attribute system already takes care of this nicely.

6) As far as another new profession, in addition to the assassin, I wouldn't mind seeing some kind of hand-to-hand type melee character option. I'm not too keen on a 'shapeshifter' profession, but currently there is no profession that fights solely with their hands and feet, and doesn't rely on weapons other than their own bodies. The 'monk' class would seem the right label for this profession, but monks have no such capabilities. Little Thom claims to be a 'Brawler' I believe, but he's just an axe warrior in reality. I'm trying to avoid using the term 'wrestler' since I'm not a big fan of wrestling, but it would be interesting to play a character whose skills revolved around keeping the enemy pinned down (literally) so that allies (such as an elementalist with an AoE spell) could then finish them off.

Well, that's my rant. Sorry it was so long. Now feel free to tear it apart.
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Old Nov 16, 2005, 03:52 PM // 15:52   #332
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your probably ognna start out in cantha or sumthing if u play as an assasin, or did u guys figure that out already?
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Old Nov 16, 2005, 03:55 PM // 15:55   #333
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and just beacause a game has assasins and druids doesnt mean its gonna be another diablo 2, loads of games have assasins and druids so meuh all you nay sayers
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Old Nov 16, 2005, 03:56 PM // 15:56   #334
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Quote:
Originally Posted by frozen_gladiator
and just beacause a game has assasins and druids doesnt mean its gonna be another diablo 2, loads of games have assasins and druids so meuh all you nay sayers
Im nay saying as i want something original, so meuh back at you :P
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Old Nov 16, 2005, 03:58 PM // 15:58   #335
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I WANT ROBOTS!!! LOADS AND LOADS AND LOADS OF ROBOTS!!! ROBOTS ARE AWESOME!!! I HOPE THERE ARE ROBOTS!!!

/sarcasm^_^
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Old Nov 16, 2005, 04:02 PM // 16:02   #336
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For the other class I'd like to see something akin to a D&D Bard. Totally support, the Bard can play an instrument that doubles as a weapon, and he has various "songs" (read: skills) that give bonuses to his party and/or negatives to nearby enemies.
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Old Nov 16, 2005, 04:10 PM // 16:10   #337
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You guys should check out the assassin post in the Sanitarium if your worried about overpowerment or skill balancing, alot of people are posting good ideas in there, and devs are looking at that post

Oh and I think they'll probably give us 4 character slots for chapter 2.. I mean, some people might just buy chapter 2 alone without playing chapter 1 (unless its needed), and to only have 2 slots would be nothing. Who knows, chapter two could come with 6 slots that could give us a max of 10 maybe *crosses fingers*
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Old Nov 16, 2005, 04:11 PM // 16:11   #338
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Quote:
Originally Posted by Lasher Dragon
For the other class I'd like to see something akin to a D&D Bard. Totally support, the Bard can play an instrument that doubles as a weapon, and he has various "songs" (read: skills) that give bonuses to his party and/or negatives to nearby enemies.
I hate Bards. I don't know why... even in Bard's Tale, I hated the Bard (maybe b/c the music was so cheesy?). But, so what, if they make a Bard I won't play it...

I don't care what they call the Shapeshifter profession (hey, call it "Shapeshifter"), I would just like to see one.

And a Summoner would be cool, too.
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Old Nov 16, 2005, 04:19 PM // 16:19   #339
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I can tell you with 100% certainty that the information is correct about the Assassin being a new class in Chapter 2.
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Old Nov 16, 2005, 04:21 PM // 16:21   #340
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Summoner would need to be accented upon I think.. Like would it be a Diablo II type Druidic summoner, with animals? Or a Lineage II type, with spirits and phantoms.

**** IDEA! **** You were never able to summon the Phantoms like the Lich could, and the Lich is from Orr, which is near Cantha I think, so a summoner could work.. It IS possible that there were some survivors from the Orr disaster
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