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Old Aug 12, 2007, 02:55 AM // 02:55   #1
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Guild: The Frosty Posse [BrOs]
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Default The Gunner

General
- The gunner would offer an extremely long range attacker with very little armor. Unlike the ranger, they would have no access to pets or the expertise attribute, but would have a much higher DPS.

Explanation
- The gunner acts as a long range physical spiker, which has not been created yet. By using skills (such as the ones I list below) that enable very high bursts of damage, the elementalist is no longer the only option for spiking targets. A gunner + elementalist team would work as a spiking team for the gunner to spike enemies resistant to elemental damage and the elementalist to spike enemies resistant to physical damage.

Class Role
-Damager/Spiker

Armor Level
-Gunner Armor: 45-65 AP

Energy Level
-Low Energy, 20 Energy, 2 Energy Regen

Range Type
-Ranged: Guns
:: Short Barrel - Low Range, High Damage, Medium Accuracy
:: Long Barrel - High Range, Low Damage, High Accuracy
:: Plated Barrel - Medium Range, Medium Damage, Medium Accuracy, 10% Penetration
:: Heavy Barrell - Medium Range, High Damage, Low Accuracy

Attributes
- Reloading: Primary Attribute. Increases Energy Regeneration by 1 for each four points, and increases maximum energy by five for every eight points. This gives the Gunner a higher energy output to use energy based skills rather than adrenal based ones.
- Sharpshooting: Increases range by one for every four points. Skills related to attacking from far distances become more powerful with this attribute.
- Gunmanship: Increases damage dealt by guns. Skills related to attacking with guns become more powerful with this attribute.
- Maintenance: Increases damage dealt by energy-driven attacks. Skills related to putting status effects on enemies and dealing fire damage increase with this attribute.

Sample Skills

:Reloading Skills::
- Control Master (Elite): For the next 5...17 seconds, your energy based skills take 25...65% less energy to cast. 10 Energy, 3 Casting Time, 30 Recharge Time.

- Energy Spike Signet: Gain 6...12 energy. 2 Casting Time, 25 Recharge Time

- Shooting Spree (Elite): For the next 10...55 seconds, your bullets move 11...33% faster and do an extra 7...13 dark damage. 10 Energy, 5 Casting Time, 1 minute recharge.

:Gunmanship Skills::
- Silver Bullet: Does +5...17 damage. If target is undead, does an additional +5...17 damage. 3 Adrenaline, 3/4 Casting Time, 15 Second recharge.

- Concentrate (Elite): Enchantment Spell. While you maintain this enchantment, you always have 75...100% accuracy. 10 energy, 4 Casting Time, -2 Energy Regeneration, 5 minute recharge.

- Pepper Shot: Does +10...23 damage. Has a 25% chance of blinding target. 3 Adrenaline, 3/4 Casting Time, 20 Second recharge.

- Exploding Shot: Hex. For 4...11 seconds, does nothing. Does 6...12 damage for every second this hex remains on the target. 6 Adrenaline, 1 Casting Time, 25 Second recharge.

- Mind Blaster: Removes 5...20 energy from target foe. 5 Energy, 1/2 Casting Time, 25 Second Recharge

:Sharpshooting Skills::
- Master of Space (Elite): Gain 20...45 yards of range. This spell lasts for 60...102 seconds. 15 Energy, 3 Casting Time, 150 Second Recharge

- Master of Land: Gain 5...25 yards of range. This spell lasts for 35...65 seconds. 15 Energy, 2 Casting Time, 100 Second Recharge

- Far Shot: Shoots a bullet with double normal range. May fail with Sharpshooting 4 or less. 4 Adrenaline, 1/4 Casting Time, 20 Second Recharge.

- Scoped Shot: Enchantment. Your next 5 bullets hit for 135...206% damage. 10 Energy, 2 Casting Time, 60 Second Recharge

:Maintenance Skills::
- Ice Shot: Does +5...17 ice damage. 5 energy, 1/4 casting time, 5 second recharge.

- Flame Shot: Does +5...17 fire damage. 5 energy, 1/4 casting time, 5 second recharge.

- Addling Shot: Does -10...4 damage. For the next 30 seconds, foe loses 30 armor, and has a 75% chance to attack it's allies. 10 energy, 1 casting time, 15 second recharge.

- Poisoning Shot: Poisons the target for 5...39 seconds. 10 Energy, 1 casting time, 15 second recharge.

- Darkening Shot (Elite): Does -5...1 damage. Inflicts Blind, Bleed, and Deep Wound on target. 10 Energy, 1/2 casting time, 30 second recharge.

Last edited by Vossler Efson; Aug 12, 2007 at 02:56 AM // 02:56.. Reason: Title
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Old Aug 12, 2007, 03:03 AM // 03:03   #2
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Guild: Highlander Honor Guard [HHnr]
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No guns in gw...maybe gw2 but not gw. (if they do put it in gw 2 a buncha people will complain.)
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Old Aug 12, 2007, 09:06 AM // 09:06   #3
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*sigh* I don't like giving CCs a bad rating -_- , but I've seen this like 5 times before. I don't mind guns in GW2 at all, but this offers NOTHING new, it's just another Ranger clone with some ele inspired skills and even a mesmer one, srry.
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Old Aug 12, 2007, 12:48 PM // 12:48   #4
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(I however just like giving ccs a rating so I can stop being a frost gate guardian)
let's see:
Practicality: 7 (it is a practical one that could easily be inputted I gotta admit)
creativity: 0 (repeated over and over again with the same response each time)
Design: 1 (it doesn't fit in with the game's design, gw is designed to fit into the 11th century or something, back when they were using short ranged huge cannons and catapults.
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Old Aug 12, 2007, 01:05 PM // 13:05   #5
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grtz on lion's arch merchant :-)
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Old Aug 12, 2007, 01:06 PM // 13:06   #6
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(yay) ty phyrexia
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