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Old Apr 12, 2007, 12:47 AM // 00:47   #21
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Quote:
Originally Posted by actionjack
I think nebojats is just jealous...
Guilty!

But I do think these ideas are more like inspirational designs rather than CCs... not to belittle them! You know what I mean! Mechanics, role, identity. With all of these CCs, the second two are left up to the imagination. Not saying that's a bad thing, I'm just a guy who likes some detail.

Also, I felt like this guy deserved a response, but I didn't have it in me to seriously think about 11 classes and thoughtfully critique them all. Being the perfectionist I am, that would take the better time of the next year.

Last edited by nebojats; Apr 12, 2007 at 12:57 AM // 00:57..
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Old Apr 12, 2007, 01:30 AM // 01:30   #22
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I feel you nebojats, I feel you.

I am mad jealous too... its hard to bite down you pride and claim someone is better than you... but in this case... I guess we all must, at this wonderful piece of work.

But in all case... agree with nebojats... its a good compress list of many thing on the fourm.
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Old Apr 12, 2007, 03:07 AM // 03:07   #23
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"God made everyone even, Jealousy is a Sin."
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Old Apr 12, 2007, 03:18 AM // 03:18   #24
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ideas on how these classes could work in tandem with existing ones :

Dervish/Acrobat -> Using throwing weapons combined with Avatar of Lyssa and Pious Haste, would make a character able to frantically run around casters, pelting them with fast hitting low-damage ranged weapons which would spike for 40-50+ damage when a skill usage is hit, because of how Lyssa works.

Ritualist/Theurgist -> Could spam spirits and protect them with instrumental wards that activate on the user's presence. This allows the rit to setup a "base" to operate from, that they can re-setup, or return to later. The wards would be stacked with several instruments (such as staves or charms) to protect the spirits.

Virtuoso/Mesmer -> Finally, a use for keystone signet. This build could rampantly memorize skills from enemies and allies in battle, use them against his foes, etc. The main advantage of skill memorization is there are not limits on what can be memorized - this includes elites. While the memorized skills would be cast at a weaker state - say, the memory attribute would affect how strongly a skill is memorized, up to 50% strength or so. Still, this could allow a clever Vi/Me to control the enemy's elites and use them against them.

Monk/Wizard -> The flexible party healer. Uses transmutation spells to modify healing spells to area or party targeted spells - doing this still makes the spells target the party member, so bonus healing from the monk's primary attribute still kicks in. Downside is transmutation spell modifiers only work on one spell at a time, so the modifiers would need to be recast each time (this in itself is a balancing act).

Wizard/Elementalist -> The area nuker. Synergize Evocation with Fire magic, with some transmutation and conjuration on the side. All of a sudden those seemingly weak and useless Fire Magic AoE spells suddenly become strong and useful.

Duelist/Assassin -> Combining the anti-melee abilities of the Duelist and a Rapier, with the abilities of shadow arts and deadly arts to apply conditions and lower their armor.

Necromancer/Wizard -> The real vampire. Since life stealing spells don't technically do damage, evocation is worthless to use - therefore necromancer is the primary class. However, slap in transmutation spells for additional energy management since some transmutation spells can convert health into energy - and life stealing spells could be used to restore the health.

Artificer/Ranger -> Trap and shoot character. Wilderness survival and demolition combined to lay many traps in one area, retreat, use long range firearm to get the attention of desired enemy. Lead them into the trapped area, then detonate the artificer traps remotely while the wilderness traps go off automatically. Big boom.

Zealot/Elementalist -> Because of the zealot's fire prayers, and the fact they can use enchantments in that attribute line to endow their weapons with fire damage, this will stack naturally with Conjure Flame and Mark of Rodgort. Plus, Charr like fire so this is an obvious combination.

Paladin/Sorcerer -> Utilize the Paladin's aura abilities with the Sorcerer's Infusion & Diffusion abilities. The auras should compliment the mid-range nature of sorcery spells.

Assassin/Sorcerer -> Deadly Haste to jack up the speed and recharge of sorcery spells - virtually all of which are mid range.

Theurgist/Ranger -> Instrumental trapping. Place instrumental wards in areas you plan to use wand mastery to do damage with, and place traps in areas around those wards (or in them) to smite enemies who get too close. Wand Mastery, Instrumentation, and Wilderness Survival.

Vanguard/Elementalist -> Tank, anyone?

Acrobat/Duelist -> Utilize fast movement with the duelist's line of taunts and shouts to debilitate the enemy group while evading attacks.

Paladin/Necromaner -> Fitting for a Paladin of Grenth. Uses as high as possible death magic combined with Paladin auras to greatly strengthen the minion's survivability and damage dealing. Guardianship can be used to keep minions alive at close range too.

Paragon/Duelist -> Multipurpose shouting, chanting, taunting, and echoing.

Duelist/Ritualist -> Vocal was Sologan (whatever) could potentially increase the duration of taunts, making them more useful.

That's all I could think of for now.

Last edited by Dubby; Apr 26, 2007 at 03:38 AM // 03:38..
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Old Apr 13, 2007, 03:58 PM // 15:58   #25
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I was actually writing up a stance based rapier-using class... Just to throw some ideas out there, maybe to be merged or taken into account with the Acrobat Class...

Forgive me for borrowing from your formatting, but I figured it made it easier to compare.

Swashbuckler - Armor 70, 30 energy, +3 energy regeneration.
Description: The Swashbuckler is a melee combatant who strides into battle, depending on skill and alertness rather than the strength of her shield. Wearing loose cloth and wielding a lightweight blade to allow freedom of movement, the Swashbuckler dances across the battlefield, a storm of rapier techniques.
Weapon - The Rapier (Also Foil, Blade, Cutlass, Edge, Epee, Cutter, Lancet, Point), is a narrow and flexible sword, dealing 10-20 damage at maximum ranks. However, this is made up for by the fact that it increases in attack speed, to a maximum of 1 attack a second, with ranks in Rapier Mastery.
Armor - The Swashbuckler wears loose clothing, often heavily decorated to distract or draw the attention of the enemy. The headgear of a Swashbuckler is a 'hat'.
--------------
Attributes
Technique* - Once a stance ends, there is a 3% chance per rank in Technique for that stance to be reapplied, at half the attribute level. This 'Technique Stance' does not interfere with any new stances. For every 6 ranks in Technique, you may maintain an additional Technique Stance.
Technique skills enhance your stances and include a number of defensive and support abilities.
Rapier Mastery - Rapier Mastery skills differ wildly from the attack skills of other classes. Rather, attack skills in this attribute are mostly stances in and of themselves, affecting your next attack, or your next three attacks, and such.
Footwork - Footwork skills give the Swashbuckler the ability to not only move quickly around the battlefield, but to step in and offer his allies a moment's protection of her blade.
Luck - Swashbucklers seem sometimes blessed by Lyssa, as they escape mortal dangers unscathed or make a crucial action succeed. Luck skills give the Swashbuckler defenses against those threats that would cripple her - the ability to escape AoE strikes, hexes or conditions.
With the concept that the Swashbuckler uses stances to attack, ie. "Stance. Your next 6 attacks do +7 damage and inflict weakness for 1 second.", and the ability to have more than one such skill in place (with the 'techniques' being weaker as a result), the Swashbuckler isn't so much frontloaded (Assassin - spiking right off the bat) or backloaded (Warrior - gaining adrenaline to hit harder later), the Swashbuckler is instead a consistent threat. Of course, trying to use stances as both attack and defense would be hazardous at best - so a small but fair number of skills would wind up as 'Skills' - akin to Critical Eye.

Last edited by Redwinter; Apr 13, 2007 at 04:02 PM // 16:02..
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Old Apr 13, 2007, 07:34 PM // 19:34   #26
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Interesting. Personally, I chose to stay away from a stance enhancing class for one reason - it would allow people to compound several stances ontop of enchantments, weapon spells, etc. and there's no telling how excessive it could become. Which is why i chose for an Acrobat, with its own unique aspect of gameplay - which diversifies what is already present. I suppose you could call aggressive Acrobat builds "gnats", or "mosquitos" - because that is exactly how they would operate vs. stationary characters. That way, they would be very effective at pressuring casters, monks, etc. but would be very susceptable to any number of slow hexes and crippling attacks - their increased movement however, would make them harder to strike with arrows and firearms.
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Old Apr 14, 2007, 08:43 PM // 20:43   #27
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I would also like to add that, in essence, with ANet adding selectable species/races/etc. to GW2, there is a fair chance that each will have his or her own personal statistics - completely apart from the class's attributal statistics. If so, this also adds a layer of complexity and diversity to each class, and subsequently each combination of said classes.
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Old Apr 23, 2007, 06:53 AM // 06:53   #28
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Default Acrobat Example Skills

I know I said I didn't want to, but I'm bored. Exams, and studying, are very tiring and this is to take my mind off them - and to give more info on my classes, one at a time. Also, keep in mind that GW2 is supposed to have jumping, climbing, and swimming.

These are conceptual skills for the Acrobat class to help flesh out the full feel of said concept.

Athletics_________________________________________ _________________________
For every rank in Athletics, the Acrobat moves 3% faster. The movement increase from their armor, and from Athletics, raise (STACK with) the maximum cap for movement increases instead of adding to the current movement bonus, thus allowing the Acrobat to achieve great speeds.
Hustle
5 Energy / 10 Sec. Recharge
Stance. For 1...9 seconds, you run 25% faster.

Burst of Speed
15 Energy / 15 Sec. Recharge
Stance. For 10 seconds, you move 1...45% faster. When this Stance ends, you are slowed 33...20% for 5 seconds.

Leaps and Bounds
5 Adrenaline / ¼ Sec. Cast / 20 Sec. Recharge
Skill. For 15 seconds, you jump 10...33% higher, and 1...5 feet farther.

Roaring Bits
5 Adrenaline / ¾ Sec. Cast / 15 Sec. Recharge
Skill. For 1...10 seconds, your throwing attack speed is increased 33%.

Acceleration
3 Adrenaline / ¼ Sec. Cast / 5 Sec. Recharge
Skill. For 10 seconds, each second you spend moving you gain a movement boost of 1...8% for 5 seconds.

*The Notion of Motion* [elite]
8 Adrenaline / ½ Sec. Cast / 30 Sec. Recharge
Skill. For 20 seconds, you climb, jump, and swim 10...75% faster.
Mobility__________________________________________ ________________________
The feet are very important to an Acrobat, as are the stances she can maintain with them. Mobility stances help provide the Acrobat with vital defenses. These stances however require an expendeture in the movement of the Acrobat, slowing them down slightly. Because of this, Mobility and Athletics synergize very well.
Supervenience
-33% Movement / 15 Energy / 60 Sec. Recharge
Stance. For 10...30 seconds, if a Throwing attack is interupted the interupter is struck with an immediate reprisal attack, if this reprisal attack contacts successfully, the weapon continues moving through the air to strike the original target that the triggered attack was interupted for. If the interupter and original target are the same, the target is hit twice. Each time a reprisal in this manner occurs, you lose 1 strike of Adrenaline or Supervenience ends.

Boomeranger
-25% Movement / 10 Energy / 30 Sec. Recharge
Stance. For 5...20 seconds, once arriving at a target, thrown weapons will complete a return trip to the attacker (you), grazing any enemies in their path for 10...25% damage. These grazes count as individual attacks.

Puddy Swap
-15% Movement / 5 Energy / 10 Sec. Recharge
Stance. For 15 seconds, the next time you are struck in melee your attacker is slowed 5...50%, and your movement is increased by 5...50% for 5 seconds.

Lunatic
-5...30% Movement / 3 Adrenaline / 5 Sec. Recharge
Stance. For 3...5 seconds you attack 25% slower and you have a 33...75% chance to dodge attacks.

Fancy Feet
-20% Movement / 8 Adrenaline / 10 Sec. Recharge
Stance. For 5 seconds, enemies near you that have a movement boost lose that movement boost if they are moving while near you. This does not cancel the enchantment, skill, or stance that is providing the boost, only nullifies it.

*Perfect Avoidance* [elite]
-50-75% Movement / 10 Energy / 20 Sec. Recharge
Stance. For 5...10 seconds, you cannot be the target of projectile attacks.
Throwing Mastery___________________________________________ _______________________
Acrobats are masters of the throwing dart, the throwing star, and many other types of small thrown weapons. (These are not like throwing spears, think throwing darts, throwing stars, etc. These do less damage than a dagger, but attacks slightly faster.)
Bullseye
3 Adrenaline / 2 Sec. Recharge
Preparation. Your next attack skill cannot be blocked, and does 10...25 more damage.

Savage Intent
4 Adrenaline / 1 Sec. Recharge
Preparation. Your next attack skill causes bleeding for 5 seconds, and does 8...16 more damage.

Petal Storm
7 Adrenaline / 5 Sec. Recharge
Throwing Attack. Release a volley of 4...12 throwing weapons that shower target enemy and enemies adjacent to them. Each weapon only deals 1...6 damage. This skill counts as a single attack, and the damage ignores armor.

Whirling Needles
10 Energy / 2 Sec. Cast / 20 Sec. Recharge
Enchantment Spell. For 5...15 seconds, attacks against nearby enemies also deal 1...15 slashing damage to any foe adjacent to that target. This damage does not ignore armor.

Wild Fling
2 Adrenaline / 8 Sec. Recharge
Preparation. Your next attack skill, if successful, ends any stance on the affected target(s).

Cluster Bits
4 Adrenaline / 4 Sec. Recharge
Throwing Attack. Throw 2...6 throwing weapons at target foe's location. These bits will randomly select and strike enemies on, or adjacent to, the selected target's location - including the target itself. Each successful contact is considered an individual attack.

Double Bit
3 Adrenaline / 3 Sec. Recharge
Throwing Attack. Throw 2 throwing weapons at target foe. These strike for 3...10 more damage each, and are each considered individual attacks.

Savage Bit
5 Adrenaline / 5 Sec. Recharge
Throwing Attack. Unleash a violent attack that deals 1...9 more damage and interupts any action your target is attempting.

Thirsting Intent
[I]15 Energy / 1 Sec. Cast / 20 Sec. Recharge
Enchantment Spell. For 5...15 seconds, throwing attacks you make also steal 1...5 health.

*Cruxing Wave* [elite]
10 Adrenaline / 15 Sec. Recharge
Elite Throwing Attack. All foes in the area are struck 1..3 times with a volley of high arcing, high velocity throwing weapons.

*Orbital Bits* [elite]
15 Energy / 1 Sec. Cast / 15 Sec. Recharge
Elite Enchantment Spell. For 10 seconds, whenever a Throwing attack you make misses, the weapon returns to you, and makes 3...9 orbits around you. Enemies caught in the path of an orbiting weapon will be struck for 50...80% damage. If an orbiting weapon is blocked, it stops orbiting. Attacks from an orbiting weapon are considered melee attacks, not ranged or projectile.

*Magnum Bit* [elite]
3 Adrenaline / ½ Sec. Recharge
Elite Preparation. Your next throwing attack skill deals 5...25 more damage to your first target, and then travels through that target - striking any other enemies within a straight line extending 15 feet away from them in the direction the bit is traveling. This attack travels twice as fast as normal.
Aeriform__________________________________________ ________________________
Limitations of the body need not always apply to the nimble Acrobat, by harnessing magical energies the Acrobat can enhance their agility to unnatural levels. In addition, the same magical powers can be used to affect the footing of those in battle - from speeding up his allies, to slowing down his enemies.
Leap
5 Energy / ¼ Sec. Cast / 8 Sec. Recharge
Skill. Leap into the air and travel 2...14 feet. *This can be used to leap over an enemy, or avoid a trap, or even get out of a tight spot.

Dancing Winds
15 Energy / 2 Sec. Cast / 30 Sec. Recharge
Enchantment Spell. For 5...20 seconds, if you are knocked down you stay down for only 80...30% of the knockdown's duration, and rebound at a 3 foot distance to your knocked down location. When this happens you lose 2 strikes of Adrenaline or Dancing Winds ends.

Head Vault
15 Energy / 12 Sec. Recharge
Skill. For 3 seconds, if you are attacked in melee range, the attack is evaded, your attacker is knocked down, and you backflip 1...8 feet away from them.

Transfer of Motion
5 Energy / 5 Sec. Recharge
Skill. For 5...10 seconds, target other ally receives your highest movement bonus and you lose all movement bonuses for 5 seconds.

Reversal of Motion
10 Energy / ¾ Sec. Cast / 10 Sec. Recharge
Skill. For 5...10 seconds, target enemy has their movement reduced by the same amount as your highest movement bonus and you lose all movement bonuses for 10 seconds. (combine with major self-speed boosts to immobilze an enemy)

Curtailing Wave
10 Energy / 1 Sec. Cast / 15 Sec. Recharge
Hex Spell. Nearby enemies are struck and hexed with Curtailing Wave. If hexed by Curtailing Wave, movement is slowed by 5...25% for 5...10 seconds.

*Celerity* [elite]
20 Energy / 3 Sec. Cast / 25 Sec. Recharge
Enchantment Spell. For 1...15 seconds, all allies within earshot are enchanted with Celerity. While enchanted with Celerity, movement and attack speed are increased 1...25%. This also affects the caster.

*Full Throttle* [elite]
15 Energy / 12 Sec. Recharge
Enchantment Spell. For 5 seconds you move 1...100% faster. (given 16 athletics [primary attribute], +5% from armor, and 16 aeriform - an acrobat primary could achieve a speed increase of 186% for 5 seconds (6 if using a 20% enchant boost).)

Show Acrobat Example Skills
Show Duelist Example Skills
Show Psychic Example Skills

Last edited by Dubby; Apr 26, 2007 at 03:28 AM // 03:28..
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Old Apr 23, 2007, 09:55 AM // 09:55   #29
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Quote:
Savage Throw (Paragon)
Godspeed (Paragon)
Rush (Warrior)
Names Taken...
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Old Apr 23, 2007, 01:02 PM // 13:02   #30
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Leaps and Bounds: Warlock
Name taken

By the NWN2 warlock, and likely also D&D rulset in general
(though on that, I am not sure, I don't have the latest rule book yet -shame on me-)

My point more is although the D&D version has a cool effect, it does not make that name any clearer.
And you did a masterfull job copying their mistake.(used a bad name for a good effect)

I suspect movement speed being the main determiantion for how far you jump(as you are moving though the air at said speed)
Therby the already increased speed the acrobat has would be couled with the 10..33 higher(extra airtime) to jump farther.

Just feel I should mention, the way I suspect it will be;
the rather static jump mechanic in World of Warcrack(only changes a little, from you base abileties)
would be less strategically usable than a jump function more controlabe by effects we can allready add to a caracter.
Imagine using "Charge" so your team can jump over a ditch while the team chasing after you falls in.
And all other types of using the enviroment to a stategic advantage.

So I'd say if jump a set amount of feet that would lock all non acrobats out of jump manipulation, limiting it's strategic use, which IMO would be bad.
Jumping higher is a good idea though, it's definatly somethign good for acrobats, I'd say doulbe jump too.

I know not the most usefull point to make I know, Anet will chose how they implement a jump, just wanted to vent my ideas on it.
and also;
Quote:
but I'm bored. Exams, and studying, are very tiring and this is to take my mind off them
Kinda here too, xcept I finised mine last week(3 days ago) and still have a headache.

Last edited by System_Crush; Apr 23, 2007 at 07:38 PM // 19:38..
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Old Apr 23, 2007, 05:47 PM // 17:47   #31
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Quote:
Originally Posted by [M]agna_[C]arta
Names Taken...
Well, that may of not been the most constructive thing to say. Eitherway, I did change them.

And "leaps and bounds" doesn't count. Warlock isn't a real class.
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Old Apr 23, 2007, 08:02 PM // 20:02   #32
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Since you are focusing on one CC, I will do a more focus comment/reveiw on it as well. (And as it is really uncertain as to how GW2's proff and class and game play mechanic is really going to be like, will still judge it base on its potential feastiblity in GW1)

Quote:
Originally Posted by Dubby

Athletics_________________________________________ _________________________
For every rank in Athletics, the Acrobat moves 3% faster. The movement increase from their armor, and from Athletics, raise (STACK with) the maximum cap for movement increases instead of adding to the current movement bonus, thus allowing the Acrobat to achieve great speeds.
Hustle
5 Energy / 10 Sec. Recharge
Stance. For 1...9 seconds, you run 25% faster.

Burst of Speed
15 Energy / 15 Sec. Recharge
Stance. For 10 seconds, you move 1...45% faster. When this Stance ends, you are slowed 33...20% for 5 seconds.

Leaps and Bounds
5 Adrenaline / ¼ Sec. Cast / 20 Sec. Recharge
Skill. For 15 seconds, you jump 10...33% higher, and 1...5 feet farther.

Roaring Bits
5 Adrenaline / ¾ Sec. Cast / 15 Sec. Recharge
Skill. For 1...10 seconds, your throwing attack speed is increased 33%.

Acceleration
3 Adrenaline / ¼ Sec. Cast / 5 Sec. Recharge
Skill. For 10 seconds, each second you spend moving you gain a movement boost of 1...8% for 5 seconds.

*The Notion of Motion* [elite]
8 Adrenaline / ½ Sec. Cast / 30 Sec. Recharge
Skill. For 20 seconds, you climb, jump, and swim 10...75% faster.
I somehow have mix opinion on the passive speed boost of this attribute. While I do see the defensive and utility advantage this would bring, It might offset the PvP side of things a bit.

This would make the melee attack build harder that it is to work, putting alot of dependence on crippling skills, and making kitting of them too easy. And If I recall right, there is a 50% max speed boost cap, thus such speed boost would become negligible when use with other speed-boost skill, which you also offer in this attribute. So in all, I question a bit on the balance of the passive speed boost a bit, but it could still work.
(also you did not say how many point is a rank)



Quote:
Mobility__________________________________________ ________________________
The feet are very important to an Acrobat, as are the stances she can maintain with them. Mobility stances help provide the Acrobat with vital defenses. These stances however require an expendeture in the movement of the Acrobat, slowing them down slightly. Because of this, Mobility and Athletics synergize very well.
Supervenience
-33% Movement / 15 Energy / 60 Sec. Recharge
Stance. For 10...30 seconds, if a Throwing attack is interupted the interupter is struck with an immediate reprisal attack, if this reprisal attack contacts successfully, the weapon continues moving through the air to strike the original target that the triggered attack was interupted for. If the interupter and original target are the same, the target is hit twice. Each time a reprisal in this manner occurs, you lose 1 strike of Adrenaline or Supervenience ends.

Boomeranger
-25% Movement / 10 Energy / 30 Sec. Recharge
Stance. For 5...20 seconds, once arriving at a target, thrown weapons will complete a return trip to the attacker (you), grazing any enemies in their path for 10...25% damage. These grazes count as individual attacks.

Puddy Swap
-15% Movement / 5 Energy / 10 Sec. Recharge
Stance. For 15 seconds, the next time you are struck in melee your attacker is slowed 5...50%, and your movement is increased by 5...50% for 5 seconds.

Lunatic
-5...30% Movement / 3 Adrenaline / 5 Sec. Recharge
Stance. For 3...5 seconds you attack 25% slower and you have a 33...75% chance to dodge attacks.

Fancy Feet
-20% Movement / 8 Adrenaline / 10 Sec. Recharge
Stance. For 5 seconds, enemies near you that have a movement boost lose that movement boost if they are moving while near you. This does not cancel the enchantment, skill, or stance that is providing the boost, only nullifies it.

*Perfect Avoidance* [elite]
-50-75% Movement / 10 Energy / 20 Sec. Recharge
Stance. For 5...10 seconds, you cannot be the target of projectile attacks.
Its a good line of skills, and I like the movement cost stance alot. But not sure about calling this attribute Mobility... Mobility would fit better as the first attribute, and this could be call something like Athletics, or Agility or something like so.


Quote:
Throwing Mastery___________________________________________ _______________________
Acrobats are masters of the throwing dart, the throwing star, and many other types of small thrown weapons. (These are not like throwing spears, think throwing darts, throwing stars, etc. These do less damage than a dagger, but attacks slightly faster.)
Bullseye
3 Adrenaline / 2 Sec. Recharge
Preparation. Your next attack skill cannot be blocked, and does 10...25 more damage.

Savage Intent
4 Adrenaline / 1 Sec. Recharge
Preparation. Your next attack skill causes bleeding for 5 seconds, and does 8...16 more damage.

Petal Storm
7 Adrenaline / 5 Sec. Recharge
Throwing Attack. Release a volley of 4...12 throwing weapons that shower target enemy and enemies adjacent to them. Each weapon only deals 1...6 damage. This skill counts as a single attack, and the damage ignores armor.

Whirling Needles
10 Energy / 2 Sec. Cast / 20 Sec. Recharge
Enchantment Spell. For 5...15 seconds, attacks against nearby enemies also deal 1...15 slashing damage to any foe adjacent to that target. This damage does not ignore armor.

Wild Fling
2 Adrenaline / 8 Sec. Recharge
Preparation. Your next attack skill, if successful, ends any stance on the affected target(s).

Cluster Bits
4 Adrenaline / 4 Sec. Recharge
Throwing Attack. Throw 2...6 throwing weapons at target foe's location. These bits will randomly select and strike enemies on, or adjacent to, the selected target's location - including the target itself. Each successful contact is considered an individual attack.

Double Bit
3 Adrenaline / 3 Sec. Recharge
Throwing Attack. Throw 2 throwing weapons at target foe. These strike for 3...10 more damage each, and are each considered individual attacks.

Savage Bit
5 Adrenaline / 5 Sec. Recharge
Throwing Attack. Unleash a violent attack that deals 1...9 more damage and interupts any action your target is attempting.

Thirsting Intent
[I]15 Energy / 1 Sec. Cast / 20 Sec. Recharge
Enchantment Spell. For 5...15 seconds, throwing attacks you make also steal 1...5 health.

*Cruxing Wave* [elite]
10 Adrenaline / 15 Sec. Recharge
Elite Throwing Attack. All foes in the area are struck 1..3 times with a volley of high arcing, high velocity throwing weapons.

*Orbital Bits* [elite]
15 Energy / 1 Sec. Cast / 15 Sec. Recharge
Elite Enchantment Spell. For 10 seconds, whenever a Throwing attack you make misses, the weapon returns to you, and makes 3...9 orbits around you. Enemies caught in the path of an orbiting weapon will be struck for 50...80% damage. If an orbiting weapon is blocked, it stops orbiting. Attacks from an orbiting weapon are considered melee attacks, not ranged or projectile.

*Magnum Bit* [elite]
3 Adrenaline / ½ Sec. Recharge
Elite Preparation. Your next throwing attack skill deals 5...25 more damage to your first target, and then travels through that target - striking any other enemies within a straight line extending 15 feet away from them in the direction the bit is traveling. This attack travels twice as fast as normal.
To my thinking, the throwing weapon is something that really make this class Stand out, with the ability to shoot and move. Skill wise, it seem okie (much like Spear or Bow skills).

But for the main mechanicism, would make it where you would attack faster if you are standing still (about same attack speed as dagger), but attack speed would slow if you are moving and shooting (like that of axe)


Quote:
Aeriform__________________________________________ ________________________
Limitations of the body need not always apply to the nimble Acrobat, by harnessing magical energies the Acrobat can enhance their agility to unnatural levels. In addition, the same magical powers can be used to affect the footing of those in battle - from speeding up his allies, to slowing down his enemies.
Leap
5 Energy / ¼ Sec. Cast / 8 Sec. Recharge
Skill. Leap into the air and travel 2...14 feet. *This can be used to leap over an enemy, or avoid a trap, or even get out of a tight spot.

Dancing Winds
15 Energy / 2 Sec. Cast / 30 Sec. Recharge
Enchantment Spell. For 5...20 seconds, if you are knocked down you stay down for only 80...30% of the knockdown's duration, and rebound at a 3 foot distance to your knocked down location. When this happens you lose 2 strikes of Adrenaline or Dancing Winds ends.

Head Vault
15 Energy / 12 Sec. Recharge
Skill. For 3 seconds, if you are attacked in melee range, the attack is evaded, your attacker is knocked down, and you backflip 1...8 feet away from them.

Transfer of Motion
5 Energy / 5 Sec. Recharge
Skill. For 5...10 seconds, target other ally receives your highest movement bonus and you lose all movement bonuses for 5 seconds.

Reversal of Motion
10 Energy / ¾ Sec. Cast / 10 Sec. Recharge
Skill. For 5...10 seconds, target enemy has their movement reduced by the same amount as your highest movement bonus and you lose all movement bonuses for 10 seconds. (combine with major self-speed boosts to immobilze an enemy)

Curtailing Wave
10 Energy / 1 Sec. Cast / 15 Sec. Recharge
Hex Spell. Nearby enemies are struck and hexed with Curtailing Wave. If hexed by Curtailing Wave, movement is slowed by 5...25% for 5...10 seconds.

*Celerity* [elite]
20 Energy / 3 Sec. Cast / 25 Sec. Recharge
Enchantment Spell. For 1...15 seconds, all allies within earshot are enchanted with Celerity. While enchanted with Celerity, movement and attack speed are increased 1...25%. This also affects the caster.

*Full Throttle* [elite]
15 Energy / 12 Sec. Recharge
Enchantment Spell. For 5 seconds you move 1...100% faster. (given 16 athletics [primary attribute], +5% from armor, and 16 aeriform - an acrobat primary could achieve a speed increase of 186% for 5 seconds (6 if using a 20% enchant boost).)
An alright attribute. The leap/jump away skill is interesting, (but suggested befoe, BK would told you that if he is around), but could/might be broken off and inserted into one of the two 2 attribute if needed. Unsure about team-speedbuff (enemy debuff) here, as it is step on some toe of other classes. A mix pot.

And of couse I will add my 2 penny in as well. One type of skill that might be consider is a "move-evade" type of skill, which is depended of you movement (and timing). So a skill like "Evade next incoming attack if move" require you to take a step (taping the wasd key, or move) at right time to evade it. This give more player-involvement instead of just a stance.


Overall a very well done class, much better than many on the fourm, and have high original value.
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Old Apr 23, 2007, 09:34 PM // 21:34   #33
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Quote:
Originally Posted by actionjack
Since you are focusing on one CC, I will do a more focus comment/reveiw on it as well. Overall a very well done class, much better than many on the fourm, and have high original value.
Thanks, I'm not just focusing on acrobat, i'm wading through each normal class first, one at a time. Duelist is up next. After duelist is put up, i'm going to link each post together dynamically so its easy for people to navigate around.

It's kind of difficult to properly balance the acrobat's primary attribute right now - mainly because the many other classes in this list have not been elaborated on yet. So, there will no doubt be several ways to counter an acrobat's movement advantage - and obviously, their most preferred stances are in mobility and require movement penalties.

Thank you for the review. I'll have more up later.
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Old Apr 23, 2007, 09:45 PM // 21:45   #34
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I will be like BK... and send you this link in case you need any "inspiration"
http://www.guildwarsguru.com/forum/s...d.php?t=135036
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Old Apr 23, 2007, 10:07 PM // 22:07   #35
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I've always really, really wanted to see a duelist, I never really liked the whole massive, hulking warrior thing... (The males, anyway) I'd love a refined swordsman, like the Scarlet Pimpernel! (sp?) The trouble is, you said that the rapier is faster than, but less powerful than a sword and vice versa with the daggers. I'm afraid that they're both as fast as each other. :\ The only reason daggers can compete with damage is due to hefty powerful skills, high critical hit chance as well as the ability to dual-attack. Perhaps instead of an in-the-middle thing, they could have (Just a suggestion) damage like daggers but alot of heft speed buff skills? Or maybe dagger-like damage, warrior like-skills, and a much faster attack speed? I guess that would make them the fastest attackers in the game, which would go well with illusionary weaponry.
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Old Apr 23, 2007, 10:12 PM // 22:12   #36
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I love this stuff i wanna see tese put in the classes! DO IT GAILE PLEASSE FOR THE LOVE OF GUILDWARS DO IT! it will reap profits and more people will play!
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Old Apr 23, 2007, 10:14 PM // 22:14   #37
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Quote:
Originally Posted by terminatorofhell
I love this stuff i wanna see tese put in the classes! DO IT GAILE PLEASSE FOR THE LOVE OF GUILDWARS DO IT! it will reap profits and more people will play!
maybe you could draw pics?
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Old Apr 23, 2007, 10:44 PM // 22:44   #38
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Quote:
Originally Posted by terminatorofhell
maybe you could draw pics?
did... did you just quote yourself? ... Then ask yourself a question?
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Old Apr 24, 2007, 07:24 AM // 07:24   #39
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Default Duelist Example Skills

Duelist example skills. Focus skills are sort of like preparation skills, but they have no cast time (like normal stances), have a disabling recharge built in, can be stacked together, and only affect the stated circumstance (usually the next hit, or something similar).

Fencing [primary]__________________________________________________ ________________
Duelists are able to block melee attacks from their target by exchanging their current attack. When this occurs, Fencing skills can be used to issue a spectacular counterattack. The chance to block an attack in this way increases 3% with every rank in Fencing. Ranged attacks cannot be blocked if you are not standing adjacent to the attacker. Spells and other non-attack skills cannot be parried. Equiping a shield, or any weapon other than a Rapier, will remove all bonuses from Fencing and prevent parrying.
Mighty Reprisal
1 Adrenaline / 5 Sec. Recharge
Focus Skill. The next time you counterattack, you deal 5...25% more damage and this skill is disabled for 3 seconds.

Sabatoge
4 Adrenaline / 10 Sec. Recharge
Focus Skill. The next time you counterattack, your target's next skill fails and this skill is disabled for 20 seconds.

Wild Return
5 Adrenaline / 2 Sec. Recharge
Focus Skill. The next time you counterattack, your attack ends any stance on your target, you take 30...10 damage, and this skill is disabled for 5 seconds. This attack cannot be dodged.

Glory
10 Energy / ½ Sec. Cast / 30 Sec. Recharge
Skill. For 10...20 seconds, whenever you successfully parry an attack you gain a cumulative 2% parry bonus for 10...20 seconds.

True Blow
4 Adrenaline / 5 Sec. Recharge
Focus Skill. The next time you counterattack, your attack deals 5 extra damage and has 1...25% armor penetration, and this skill is disabled for 10 seconds.

Backstriker
3 Adrenaline / 4 Sec. Recharge
Focus Skill. The next time you counterattack, your attack cannot be blocked and you quickly step behind your foe and strike their weakspot, dealing 20...60% more damage. When this happens, this skill is disabled for 4 seconds.

*The Perfect Strike* [elite]
10 Adrenaline / 5 Sec. Recharge
Elite Focus Skill. The next time you counterattack, your attack ignores armor and damage reduction, and this skill is disabled for 45 seconds.

*Enduring Thrill* [elite]
8 Adrenaline / 8 Sec. Recharge
Elite Focus Skill. The next time you counterattack, you gain adrenaline, any stance you are using is refreshed, and this skill is disabled for 2 seconds. *Note: The amount of adrenaline gained is in points, not strikes, and increases with higher ranks in Fencing.
Charisma__________________________________________________ ________________
The duelist possesses exceptional charisma, and can use this to perform shouts and chants to affect the battle, or maintain a taunt on an enemy to reduce their combat effectiveness. Taunts are not treated as hexes, and thus are very difficult to remove. Taunts end automatically when the tauntee moves far enough away from the taunter. Only one Taunt can be placed on a target at a time. (It is also important to note that a DEAF character [new condition] is immune to taunts, and also, obviously immune to shouts/chants.)
"High-larity!"
10 Energy / ¾ Sec. Cast / 15 Sec. Recharge
Taunt. For 10 seconds, vocal skills used by target foe have a 5...50% chance to fail. *Vocal skills refers to all Taunts, Shouts, Chants, Prayers, and Echoes.

*Wait! I'm not that easy!"
5 Energy / ¾ Sec. Cast / 8 Sec. Recharge
Shout. For 10 seconds, if your health is under 25...50% and you take damage, you are healed for 20...110 health and this shout ends.

"Oh you!"
5 Energy / ¼ Sec. Cast / 10 Sec. Recharge
Taunt. For 10 seconds, if target foe attacks you, they lose 1...4 energy.

"O' really?"
10 Energy / ½ Sec. Cast / 5 Sec. Recharge
Taunt. For 1...15 seconds, if target foe misses with an attack, their next non-skill attack automatically misses as well.

"Hey, was that ... you?"
15 Energy / 1 Sec. Cast / 15 Sec. Recharge
Taunt. For 10 seconds, if target foe is casting a spell and takes damage, there is a 5...33% chance that spell is interupted.

"You call that an attack!?"
10 Energy / ¾ Sec. Cast / 20 Sec. Recharge
Taunt. For 5...10 seconds, whenever target foe successfully deals damage they incur a cumulative 1...2 damage penalty to their attack for 8 seconds. *This effect is not a condition or a hex, and is therefore very difficult to remove.

*"What's THAT?!"* [elite]
5 Energy / ½ Sec. Cast / 20 Sec. Recharge
Taunt. There is a 75...20% chance this taunt will fail. If successful, target turns around and blatantly stares into the distance for 2..4 seconds.

*"Too slow!"* [elite]
20 Energy / ½ Sec. Cast / 12 Sec. Recharge
Taunt. For 1...8 seconds, whenever target foe misses with a skill they incur a cumulative 3...15% accuracy penalty for 8 seconds. *This effect is not a condition or a hex, and is therefore very difficult to remove.
Artistry__________________________________________________ ________________
The duelist specializes in fighting flamboyantly, and skills that involve interupting others in close range, or creating illusions with quick movements of their blade and body. It is also worth noting that Artistry stances are the only stances of any class that have a cast time, and no recharge time (it is in the form of a disable penalty).
Gleaming Blade
5 Energy / ½ Sec. Cast / 15 Sec. Recharge
Skill. For 10...15 seconds, if you counterattack a bleeding foe, that foe suffers from a Deep Wound for 1...4 seconds.

Double Vision
15 Energy / 1 Sec. Cast / 15 Sec. Recharge
Skill. For 10 seconds, if you dodge a melee attack, the attacker is inflicted with blindness for 0...8 seconds.

Leading Step
10 Energy / ¾ Sec. Cast
Stance. For 1...15 seconds, If you are adjacent to your target they are unable to retarget someone else and must attack you if they are attacking. While you are in this stance you take 15% more damage from melee attacks. This skill is disabled for 10...25 seconds.

Jarring Grasp
5 Energy / ¾ Sec. Cast / 8 Sec. Recharge
Skill. Touch target foe. This skill has an 85...20% chance of missing. If touched target foe is activating a skill, and the touch is successful, touched target's activation is interupted.

Signet of Calming
1 Sec. Cast / 15 Sec. Recharge
Signet. Lose all adrenaline. For each strike of adrenaline lost in this way, you gain 1 energy.

Fencer's Defense
10 Energy / ¼ Sec. Cast
Stance. For 2...18 seconds, if you are equiped with only a Rapier and no offhand, you have a 33...66% chance to dodge attacks. This skill is disabled for 5...20 seconds. *This dodge percent in no way affects the ability to Parry.

Fencer's Aggression
5 Energy / ¾ Sec. Cast
Stance. For 10...30 seconds, if you are equiped with only a Rapier and no offhand, whenever you make a counterattack you gain a 15% (Maximum : 50%) attack speed increase bonus for 10 seconds. This skill is disabled for 20...45 seconds.

*Flamboyance* [elite]
15 Energy / ½ Sec. Cast
Elite Stance. For 30 seconds, if you are equiped with only a Rapier and no offhand, whenever you attack or make a counterattack, you lose 5...2 energy. If energy was lost in this way, you make an extra glancing blow against 1-2 (random) adjacent target(s). Glancing blows do 90...33% less damage. This skill is disabled for 30 seconds. *Note: Because glancing blows occur after an attack or counterattack, they are not compatable with focus skills. Glancing Blows cannot re-trigger flamboyance. (This is an adrenaline management skill.)

*Persuading Hands* [elite]
5 Energy / ¾ Sec. Cast
Elite Skill. Touch target adjacent foe. If they were attacking, or using an attack skill, the attack is redirected to their nearest (if) ally. If the target has no allies within range with which to be redirected to, this skill fails and is disabled for 60...10 seconds. *Melee attacks can only be redirected to targets within range of the touched foe.

*Reversing Arrival* [elite]
15 Energy / ½ Sec. Cast
Elite Skill. Touch target foe. If this foe is summoning or creating a minion or spirit, the alliance of the created spirit is reversed and it becomes hostile to the summoner and their allies. If the minion or spirit fails to be created, or if the touched target is not creating a minion or spirit, then this skill is disabled for 45...15 seconds.
Rapier Mastery__________________________________________________ ________________
The Duelist's weapon of choice is the nimble Rapier. The rapier is quicker then a sword, slower then a dagger, and deals damage slightly higher than that of a dagger. Rapiers deal both slashing damage and piercing damage. About Counterattack Skills... these skills will not operate on their own, but rather only when an attack is parried. When a parry happens, there is a brief window of opportunity in which you can use a counterattack skill - only one can be used per successful parry. Also note that all non-counterattack attack skills have cast durations, this allows them to be used in rapid succession to increase the counterattack's spike.
Plunging Needle
5 Energy / ¾ Sec. Cast / 8 Sec. Recharge
Rapier Attack Skill. Swiftly strike your target for 5...10 extra damage.

Impulse
3 Adrenaline / 4 sec. Recharge
Counterattack Skill. Strike back for 20...60 extra damage.

Lancing Blow
5 Adrenaline / 15 Sec. Recharge
Counterattack Skill. Strike back for 30...75% extra damage. This attack causes bleeding for 10 seconds.

Leechstrike
2 Adrenaline / 4 Sec. Recharge
Rapier Attack Skill. Attack target foe and steal 10 health. For every focus skill this attack skill uses up, you steal an additional 8...13 health from the attacked foe.

Swift
5 Energy / ⅛ Sec. Cast / 1 Sec. Recharge
Rapier Attack Skill. Strike with blinding speed. This attack only does 4...12 damage.

Deafening Spike
5 Adrenaline / 12 Sec. Recharge
Counterattack Skill. Strike back for 25 extra damage, and inflict Deafness for 10 seconds. Foes adjacent to your target also take 5...15 damage and suffer from Deafness for 3...5 seconds. *Foes suffering from Deafness cannot be the target (or be effected by) Shouts, Chants, Taunts, or Echoes.

Barrier Thrust
10 Energy / ½ Sec. Cast / 10 Sec. Recharge
Rapier Attack Skill. This attack misses the target. When this happens, 1...2 spell-based protections on the target are shutdown for 1...6 seconds. *This does not strip the enchantments or spells, it only nullifies their effect for the specified time. Once the time is up, the enchantments return to normal and resume their duration timer.

*Barrier Strike* [elite]
20 Energy / 1 Sec. Cast / 5 Sec. Recharge
Rapier Attack Skill. This attack misses the target. When this happens, all targeted-skill based protections on the target are shutdown for 1...4 seconds. *This does not remove any skill effects from the target, it only "puts them on hold" for the specified time. This effect also includes all skill-based bonuses, focuses, preparations, skills, weapon spells, etc. Barrier Strike has no effect on wards, traps, auras, spirit's effects, or blessings.

*Deathblow* [elite]
10 Adrenaline / 25 Sec. Recharge
Elite Counterattack Skill. Strike back for 40 extra damage, and inflict up to 1...3 of any of the following conditions for 8 seconds : Bleeding, Cripple, Blindness, Deafness, Deepwound, Weakness, Dazed. *These are selected at random.

Show Acrobat Example Skills
Show Duelist Example Skills
Show Psychic Example Skills

Last edited by Dubby; Apr 26, 2007 at 03:30 AM // 03:30..
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Old Apr 25, 2007, 06:34 PM // 18:34   #40
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Dubby, while I don't have any additional criticism to add that hasn't been mentioned, I would like to make the general statement that I think they're pretty cool and well thought out.

Also, have you played D&D much, by any chance? :P
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