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Old Feb 25, 2009, 01:23 AM // 01:23   #1
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Default The Marksman (more towards GW2)

The concept:
The character is a person with uses a "special" gun... yes quite simple isn't it? So this idea is more geared towards Guild Wars 2 because the game is suppose to take place like what? 100 years after Guild Wars?
So since there are exploding barrels, rockets (fireworks), and giant ballistic machines, thinking in perspective of our history the coming of cannons and guns is not far off.

And yes, this is not the first time someone has posted a class with a gun, it's repetitive, I know.

The name:
Yes, I know it is lame, but I don't want to try a cool name yet mainly because I can't really decide.
I could choose "sniper" - lame. I could choose "ranger" like the ones today who are the elite of the ground troops - already taken by the class in existence. I can name it a "sapper" except it's not really a sapper; And the list goes on.

The role:
So the "marksman" is a lightly (or caster according to Magna Carta) armored unit (like 60-65 AL) that has what you can consider medium to high damage capabilities. The ranger right now can be considered as a medium to high damaging class, but let's have the marksman have a slightly longer reach, a higher damage on average, but fewer conditions and interrupts. So you can say it's a damage dealer.
So this character can be seen more as a spiking unit, and hopefully the skill list that I'm making on the fly will support that statement.

Energy levels:
I'm not sure about how GW 2 is going to have the energy and health systems, but I'll make it in reference to our current game.
Let's say this class has 30 energy with 4 pips of regeneration (caste energy as calimed by Magna Carta).

The Weapon:
So we can have MANY types of guns for this class, but I'm going to be lame as I am and call the weapon this:
1) Rifle
-The standard weapon of choice whose range should be at par with the flatbow or slightly longer (if so, then not by much).
-The damage will be set at 20-32 piercing damage (what other type of damage could I even call it?)
-Knowing that bullet travel fast, and that critical rates are increased when a target is moving, and that it should be exceedingly difficult to dodge a bullet, the maximum percent chance of a critical hit will range from 0-10% (depending on attribute) at all times regardless of skills being used.
-The firing rate is going to be a strange case just to add a spin here. Let's imagine that these guns are repeating rifles meaning there are magazines and semi-automatic fire. But the firing rate of the gun will strictly depend on the skills being used and not stances. Let it be known that the STANDARD firing rate will be at 1.8 seconds. Don't worry, I'll try not to make this ridiculously overpowered.
-The rifle will not look ridiculous, as in it will not be alarmingly huge or have dragons flying around it. But it can look cool if this class were to be developed.
-The stock will be an upgradable part, preferably for health mods, defense mods, etc.
-The barrel can also be upgraded with the general mods. But the Vampiric mod can only gain 3 health max (just like sword, axe, and daggers).

The Attributes:
NOTE: I am only going to do three attribute types since most professions split their attribute between three things.
Marksmanship - (Yes I know this attribute is in use by the ranger class right now, but what else am I going to call it? Sniper skillz!?) This attribute will deal with the effect of skills and damage of the rifle. The higher the attribute, the more the damage will lean towards the higher end if the damage spectrum.
Zeal - Effects the effectiveness of your survival/combat abilities on the battlefront (healing, shouts, stances, etc.).
Equipment (something; God I don't know, I only know the concept behind it) - This will effect the type of bullets used, the magazine size, anything to do with the gun.

Special Ability:
Just like how the Weapon Spells were so revolutionary for the Ritualist, this class will have "combined magazine skills" or perhaps other skills that "bind" to existing skills on the bar. Just keep reading, and look at the skills, and it should make sense.

The Skills:
NOTE: Sorry if you find the number of skills lacking, I am only making this as I go and don't really have much intention of adding more; yes I show much enthusiasm in my thoughts.

Marksmanship:

Steady Aimed Shot: 5 energy, 3 second recharge time
Gun Skill. Fire a bullet at your target for +5...13 damage.

Devastating Shot (or Headshot, but Headshot seems overused in game terminology): 10 energy, 3 second casting time, 10 second recharge time
Gun Skill. Fire a shot to the head dealing +10...18 damage and target foe is dazed for 2 seconds.
NOTE: Yes the 2 second daze seems almost worthless, but hey, a spike can happen in two second with some help. Combine with Single Bullet magazine and Sniper Bullet to have devastating damage.

Rapid Shot: 5 energy, 1 second casting time
Gun Skill. Fire a bullet dealing +2...5 damage at target foe.

Double Shot: 5 energy, 7 second recharge time
Gun Skill. Fire two bullets at target foe.

Burst Shot: 10 energy, 10 second recharge time
Elite Gun Skill: Fire three shots at target foe.

Wrist Shot: 10 energy, 1/2 second casting time, 5 second recharge.
Gun Skill. Interrupt target foe's current action.

Leg Shot: 10 energy, 15 second recharge time
Gun Skill. Shoot at target foe's leg; target for is crippled for 4...9 seconds.

Blaster Shot: 10 energy, 10 second recharge time
Elite Gun Skill. Shoot a heavy blast at target foe, if target foe is struck, this attack deals +10...25 damage. If target foe was moving faster than normal, that foe is knocked down.
NOTE: Classic case of the Vietnam conflict, check out why the Colt .45 was the preferred sidearm weapon for a long time.

Guided Shot: 5 energy, 5 second recharge time
Gun Skill. This attack cannot be blocked.

Yeah.... I ran out of ideas...

Zeal:

Battlefield Medicine: 5 energy, 2 second casting time, 5 second recharge time
Skill. Heal yourself for 40...141 health.

Swift Pivot: 5 energy, 10 second recharge time
Stance. For 3...7 seconds, you attack 33% faster.
NOTE: The automated magazine will not make this attack faster.

"Fight for them!": 10 energy, 20 second recharge time
Shout. For each dead ally, ally allies within earshot attack 3...5% faster (maximum 15...25%) and deal +5...8 damage (maximum +20) for 5...10 seconds.

Okay, this was the last attribute I was working on (as in I made the Equipment attribute before this), and I don't feel like typing anymore.

Equipment (something):
Reload Magazine: 5 energy, 3/4 casting time, 7 second recharge
Skill. Reload a 10 round clip into your gun.
NOTE:The clips you reload will dictate how much ammo you carry.

Reload High-Capacity Magazine: 10 energy, 3/4 second casting time, 15 second recharge time
Skill. Reload an 18 round clip into your gun.

Reload Single Bullet Magazine: 5 energy, 3/4 second casting time, 3 second recharge time
Skill. Load a single shot into your gun and gain an additional 25% chance of a critical hit.
NOTE: This usefulness of this skill will be exposed once we get to the other skills, and this is one of the few (or perhaps only) skill(s), that will affect your chance of critical hit.

Reload Automated Magazine: 5 energy, 3/4 second casting time, 15 second recharge time
Elite Skill. Reload a 16 round Automated Magazine in your gun that allows you to shoot 22% faster.
NOTE: The firing rate will decrease from 1.8 to 1.4 seconds, so it's a bit faster. Using skills like Rapid shot will still fire faster from 1 second to .88 seconds.
NOTE: Yes I can see that these reloading skills don't need attribute points, but why bother having a gun if you're not going to invest the points anyway?

Incendiary Bullets:
Combined Magazine Skill. Lose 4 energy for every reload; the next bullets in the magazine will inflict burning for 1...2 seconds.

Poison Tip Bullets:
Combined Magazine Skill. Lose 4 energy for every reload; the next bullets in the magazine will inflict poison for 5...9 seconds.

Large Caliber Bullets:
Combined Magazine Skill. Lose 3 energy for every reload; the next bullets in the magazine deal +2...7 damage.

Sniper Bullet:
Combined Magazine Skill. Lose 10 energy for every reload. Must be used with Single Bullet Magazine; the next shot deals +10...32 damage.
NOTE: The losing 10 energy part should prevent constant spamming of this skill.

Precision Bullets:
Elite Combined Magazine Skill. Lose 12 energy for every reload. Your next bullet deals +1...5 damage; for every shot after on a target foe, the damage increases by 1...3 damage.
NOTE: Shoot one single target 5 times, your first deal +5, then +8, +11, +14, and so on. This "adding damage" part will end when you switch targets, reload, or use a skill.

NOTE: So you can say these are like preparations that the rangers use, but these are in a sense faster. So what I was thinking for the Combined Magazine Skill was that you activate the bullet like you would with any skill, and it will highlight and it will stay highlighted until click again; next you click your dandy reload skill and there you have it, you lose some energy and now you've got your bullets "upgraded".

So yeah, there may be a lack of skills, but you get the point right?
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Old Feb 25, 2009, 02:51 AM // 02:51   #2
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I don't think guns will kill it. It is 200 years later and gw 1 allredy has cannons and stuff (like on the turtles in FA) and it dosent do an unreasonable amount of bace damage. There was a time when guns were still new that a bow and arrow would do more damage and shoot faster. Im not sure about how the magazine part would work. you have to take a skill just to be able to attack more then once? Maby if it was like that you auto reload every 10 shots or something and not need a skill to do it. As far as I can see, the marksman would just be a fancy gw2 version of the gw1 ranger.
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Old Feb 25, 2009, 03:31 AM // 03:31   #3
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you do realize that other than the reload clip thing the guns your talking about are essentially the same as the bow and arrow for the ranger (so yes, marksmanship would work well as a name), zeal is basically the paragon's motivation attribute, and equipment is essentially a mutated version of ranger preparations. you never had any kind of attribute that has secondary effects (ie ranger skills have lower energy cost for expertise) i may recommend quickdraw or something, which is a permanent +1% increase in attack speed per point or something? either way though its just not worth making a separate class for this.
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Old Feb 25, 2009, 05:10 AM // 05:10   #4
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Guns are cool, guns are fun, and they were great for Fable II.

I just don't think I would like to see guns in Guild Wars. While they're very classy and neat, they would be dumbed down to the point where they are fancy Bows.
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Old Feb 25, 2009, 06:11 AM // 06:11   #5
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Noooooooooooooooooooo




If they added guns, I think I'd stop playing.
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Old Feb 25, 2009, 06:45 AM // 06:45   #6
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Quote:
Originally Posted by Ironballs View Post
Guns are cool, guns are fun, and they were great for Fable II.

I just don't think I would like to see guns in Guild Wars. While they're very classy and neat, they would be dumbed down to the point where they are fancy Bows.
I pretty much agree with this. The gun would basically be a bow with a different skin or would be like single shot guns from the revolutionary war with a very slow reload for balance reasons and I wouldn't see how it would be fun. So you might as well just keep bows and arrows.
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Old Feb 25, 2009, 12:16 PM // 12:16   #7
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Guns i shure hope they wouldn`t be implemented in GW 2. RPG`s is all about bow`s,swords,staff`s.......and standard stuff like spells.Guns would make game look lame !
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Old Feb 25, 2009, 12:29 PM // 12:29   #8
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Quote:
Originally Posted by Ironballs View Post
Guns are cool, guns are fun, and they were great for Fable II.

I just don't think I would like to see guns in Guild Wars. While they're very classy and neat, they would be dumbed down to the point where they are fancy Bows.
I would have to agree with this. I have nothing against guns in fantasy games *I actually love the idea of mixing science fiction with fantasy*, however in a game about balance and not overpoweredness, guns would not work unless you have low-tech things for other professions *aside from golems!*.

Quote:
Originally Posted by Alex Dimitri View Post
Guns i shure hope they wouldn`t be implemented in GW 2. RPG`s is all about bow`s,swords,staff`s.......and standard stuff like spells.Guns would make game look lame !
Aside from grammar, this is a poor statement. You mean in Fantasy, which is not "all about" those weapons. RPG *or Role Playing Games* can range from being fantasy to sci-fi, which in the case of the later would include things like guns.

And even in fantasy games, it is possible to mix in some sci-fi as well.

Back on topic:
I don't agree with this concept class due to what Ironballs said. Besides that, I think Anet has at least the profession ideas worked out by now. I would assume it's just turning it all into data and getting specifics *such as skill names and what they do, NPC names, etc.* down that is needed by now.
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Old Feb 25, 2009, 12:51 PM // 12:51   #9
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I don't think I would quit if there were guns in gw but I really don't want them
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Old Feb 25, 2009, 01:11 PM // 13:11   #10
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i like guns but not in GW2.
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Old Feb 25, 2009, 02:06 PM // 14:06   #11
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Quote:
Originally Posted by eldrethv View Post
Noooooooooooooooooooo




If they added guns, I think I'd stop playing.

Then don't play it XP wont affect my gameplay

Personally I would love to see guns in GW2. But there are a lot of 'haters' out there so.....yeah.
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Old Feb 25, 2009, 02:17 PM // 14:17   #12
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well it's teh era of dragons - when tehy're awaken and guns would be really bad in that... mixing ancient with modern is no good
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Old Feb 25, 2009, 04:20 PM // 16:20   #13
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Yeah I agree, interesting class, WAR has em, and yes it does fit in with gw time we have cannons and fireworks but honestly I can't stand guns in my mmos, I play fps if I want guns. They just don't fit in well, hard to explain and has people have said it sounds like a ranger with a gun.
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Old Feb 25, 2009, 04:41 PM // 16:41   #14
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Great idea imho. But...
I think the primary attribute should be something that incrase damage itself so people would use it. Lets say for every rank you gain +1damage.

Hmmm. Idea about reloading your gun. "Oh sh*t DShot on Reload Magazine faq, faq, no ammo guys. Wait, where did I put my pistol, any1 saw my gun? Ah right, my equipment rank is too low to hold 2 weapons in stock. Dang. Ranger can you give me bow for a second?"

PS: Mixing fantasy with modern things. Final Fantasy 7 is a good example. Best RPG ever.

Last edited by basch; Feb 25, 2009 at 04:46 PM // 16:46..
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Old Feb 25, 2009, 05:00 PM // 17:00   #15
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Quote:
Originally Posted by I Will Heal You Ally View Post
well it's teh era of dragons - when tehy're awaken and guns would be really bad in that... mixing ancient with modern is no good

totally agree


i've played many rpg's and guns have always been suggested and it will always be a lame idea. MMORPG's are always based around swords, bows, axes etc coz there is an art to using them properly whereas with guns any old asbo with an IQ less than a slug can use 1. Also why have ammo? Rangers have infinite ammo w/o going to the local fletcher to get some more arrows.

IMHO this class just sounds like a cheap rip off between a Ranger and Paragon, so we should all make R/P classes and call them 'Asbo Shooter' or 'U Got Shanked' etc ^_^


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Old Feb 28, 2009, 03:11 AM // 03:11   #16
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Well the problem with guns is thier speed, even the early versions were faster than bow and arrows, think of how it would work when you impliment in the game. With the speed of thier projectile they would make near instant interrupt possible. Now put this in PvP, say good bye to any caster.
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Old Mar 02, 2009, 11:00 AM // 11:00   #17
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Quote:
If they added guns, I think I'd stop playing.


Quote:
MMORPG's are always based around swords, bows, axes etc
Sorry, you are talkin 'bout EVE Online or Anarchy Online ?

Quote:
coz there is an art to using them properly whereas with guns any old asbo with an IQ less than a slug can use 1
Everyone can swing sword. Everyone can shoot gun.
It's requires skills to be a good shooter.
It's requires skills to be a good swordfighter.
Skills and practice. A lot. If you disagree, just try to play AirSoft.

Quote:
Well the problem with guns is thier speed, even the early versions were faster than bow and arrows, think of how it would work when you impliment in the game. With the speed of thier projectile they would make near instant interrupt possible. Now put this in PvP, say good bye to any caster.
1) It's imspossible to dodge arrow in RL as well.
2) First firearms was a lot harder to reload then even crossbow. Balance is still here.

BTW, why people always think 'bout firearms when talking 'bout guns ? Pneumatics with dart ammo are still here. Just find a good poison.

Last edited by Society; Mar 02, 2009 at 11:24 AM // 11:24..
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Old Mar 02, 2009, 11:47 AM // 11:47   #18
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I don't think this is such a bad idea.

reminds me of final fantasy tactics.
they had swords, magic, staffs, guns, even books as weapons
and it still managed to keep a rpg fantasy feel to it.

Then again, Gw is not final fantasy tactics.
I would like to see this, maybe in the far off future for our GW2 beta?
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Old Mar 02, 2009, 12:03 PM // 12:03   #19
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...Why noone mentioned Disgaea yet ?

Last edited by Society; Mar 02, 2009 at 12:07 PM // 12:07..
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Old Mar 27, 2009, 03:48 PM // 15:48   #20
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While I have no problem mixing Fantasy with Science Fiction (SaGa series did it well), I do have to say this:

For the love of Dwayna, PLEASE do not start modeling GW after Final Fantasy! Even the worst GW Storyline is better than that, and we already have too many androgynous Sephiroth clones
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