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Old Mar 11, 2006, 10:57 PM // 22:57   #1
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Default Martial Artist

Decided to post my own version since it seems pretty popular.

Attributes

Primary:
Reflex - Every point into Reflex gives you 1.3% chance to evade arrows and a 1.3% change to block attacks

Secondary:
Stances - Every point into stances will make your stances more effective. Description: Defensive and Agressive skills.

Taijutsu - Every point into taijutsu will increase your attack rate by .5%, the efficiency of its skills, and its damage output. Description: Lots of combos and melee attacks, barefisted, does not weild weapon.

Gauntlet Mastery - Every point into gauntlet mastery will raise your damage by 2 and the efficiency of its skills. Description: Heavy damage attacks and conditions. Claw like weapons and spiked knuckles.

Inner Strength - Every point into inner strength reduces the amount of energy/adreline needed to perfom Gauntlet Mastery and Taijutsu skills. Description: Like expertise but souly for Taijutsu and Gauntlet Mastery. Also has a few self heals.

Statistics
Health: 480
Energy: 25
3 pips of energy regain.
AP: 70

Taijutsu - Damage is increased by 1.5 for every point into Taijutsu, with a default damage of 0-2 the end result maxes out at 18-21

Gauntlet Mastery - Does use a weapon. Claws, Spiked Knuckles etc etc.. Have 11-22 damage

Equipment (Sample)
(Head) Headband of Charisma (+1 to Inner Strength)
(Torso) Judo Jacket +10 HP and 2 Energy (While attacking)
(Hands) Judo Fist Wrapping +5 Hp and 1 Energy (While attacking)
(Legs) Judo Slacks +10 Hp and 1 Energy (While attacking)
(Feet) Judo Foot Wrapping +5 Hp and 1 Energy (While attacking)

Appearance
<- Armor
http://img.combats.ru/i/items/big/3dkast200.jpg <- Gauntlets

Skills

Reflex

Third Eye: 5 Energy, 45
Stance. For 3..20 seconds your reflex level is quadrupled.

Perfect Defense {Elite}: 10 Energy, 60
Skill. For 5..20 seconds you deflect melee attacks and arrows, sending the damage that was intended to you back at target foe.

Stances:

Bare Knuckle Boxing: 5 Energy, 30
Stance. For 4...18 seconds you deal 1...12 more damage in melee, fails if Taijutsu is 5 an under.

Dragon Stance : 5 Energy, 45
Stance. For 4...18 seconds in melee you deal 12...26 fire damage, when Dragon Stance ends you suffer from burning for 3 seconds.

Snake Stance: 5 Energy, 30
Stance. For 4...18 seconds in melee you attack 25% faster and deal 11...22 piercing damage.

Turtle Stance: 5 Energy, 45
Stance. For 2...12 seconds you have 14...34 more armor.

Bear Stance {Elite}: 10 Energy, 60
Stance. For 8...22 seconds in melee you deal 6...16 more damage and have a 20% chance of knocking target down.

Taijutsu(If any attack fails in taijutsu, you are knocked down for 1 second)

Round House Kick: 7 adreline
Attack Skill. Attempt a roundhouse kick which deals 12....34 damage to all targets around you, fails with 4 or less taijutsu.

Deadly Fists: 5 adreline
Attack Skill. Punch with both fists each causing 12...26 damage.

Uppercut: 5 adreline
Attack Skill. Uppercut target foe knocking him down for 1 second.

Stomp: 6 adreline
Attack Skill. If target foe is knocked down you stomp on him dealing 12..35 damage, if target foe is bellow 50% hp target foe is crippled for 5...12 seconds.

Empty Palm {Elite}: 5 Energy, 20
Skill. For the next 5...10 seconds you deflect and counter any attack in melee for 12-24 damage.

Stone Fist: 4 adreline
Attack Skill. Punch target foe with bone shattering strength causing weakness for 6...18 seconds.

Double Kick: 5 adreline
Attack Skill. Kick target foe and retract and kick again, each kick causing 15..24 damage.

Face Stomp {Elite}: 8 adreline
Attack Skill. If target foe is knocked down, you stomp on his face making target foe dazed for 4...18 seconds.

Gauntlet Mastery

Claw Swipe: Energy 5, 45
Attack Skill. Scratch target foe's eyes blinding target foe for 3..12 seconds.

Stalemate: Adreline 8
Attack Skill. Hold target foe's melee weapon for 4...14 seconds. You and target foe cannot attack, Stalemate will end if you use a skill. During stalemate you experience health regen of 1..3 and energy regen of 0..1. Stale Mate will end if target foe uses a skill which requires 8 or more adreline("Stalemates" are rather easy to achieve for martial artists, and are used for time to regather and rethink their tactics after analyzing their opponent. With the 8 or more adreline attack skill, that'll express an over whelming amount of force which the Martial Artist cannot subdue.)

Poison Blades: Adreline 6
Attack Skill. Attack target foe causing poison for 5...12 seconds.

Heart Attack {Elite}: Adreline 6
Attack Skill. Punch target foe in the chest causing bleeding for 6..22 seconds and deep wound for 8...26 seconds.

Inner Strength

Spiritual Essence {Elite}: 15 Energy, 60
Skill. For 4...15 seconds you share health regen of all target foes in area. Maximum of 10 Health regen (So if a warrior had mending, you'd have +3 health regen)

Renewed Vigor {Elite}: Adreline 5
Skill. For every hex or condition you are suffering you gain 12..45 Health and 1..5 Energy.

Meditation: Energy 10, 45
Stance. Meditate for 15 seconds experiencing 5 health regen and 2 energy regen. During Meditation you cannot attack, Meditation ends if you are attacked for more then 25 damage in a single blow.

Last edited by Nevin; Mar 13, 2006 at 08:05 PM // 20:05..
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Old Mar 12, 2006, 07:49 AM // 07:49   #2
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Not Nevin Again!

but over all, not too bad. But I will still ask, how would this be unique and differnt from that of Assassin? (In faq, looking at your skills, it is not really much dfiffernt from a Warrior)

Of all the "Fist-fighting" class I saw before, I will give you a 6. (of couse, mine was the BEST.. Muahaha)
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Old Mar 12, 2006, 03:02 PM // 15:02   #3
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Let me give you a suggestion. Hmm...which one should I give...

I do some martial arts myself, and I think there should be more counterattack things (like Riposte). There are loads.
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Old Mar 12, 2006, 04:30 PM // 16:30   #4
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Eh, at one point in games you gotta realize. Its kinda hard to be unique after 8+ classes. No matter what there has to be some "cloning" no avoiding it, unless you come up with something super original.

Note: Added a few more skills.

Last edited by Nevin; Mar 12, 2006 at 04:37 PM // 16:37..
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Old Mar 12, 2006, 04:35 PM // 16:35   #5
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Put up a spinning tornado kick lol. I re3ally like your creativity Nevin lol gj again. This is better than the gunner.
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Old Mar 13, 2006, 04:22 AM // 04:22   #6
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This is extremely similar to the Assassin. Profession ideas have to be completely different from the existing ones, otherwise just suggest new skills for the assassin...
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Old Mar 13, 2006, 03:31 PM // 15:31   #7
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I disagree that this is a clone of assassin. The assassin concept is based around landing massive numbers of hits with small damage, chaining smaller attack skills together for larger effects, and dashing into the fray only to teleport out a short while after (unload combo, retreat, unload combo, retreat). I don't see that happening here.

I do think this is a good idea, even if it needs some hefty tweaking for balance purposes. Its one of the more creative class ideas I've seen, and I really applaud you for coming up with it.

I like how it separates itself from warrior by its use of stances. This could further be emphasized if you made it rely on stances to deal damage the way a ranger needs preparations to deal damage. Slightly lowering the base damage of the end-game character, but still having the +x damage per hit of the stances would do the trick I believe. Perhaps the damage should be based on rank in Taijutsu rather than character level (no other class deals damage based on level alone), such that at 0 Taijutsu the character deals 1-5 damage and at 12 Taijutsu it would deal 10-15 damage.

That might seem low for a melee class, but it would emphasize the difference between this guy and a warrior. He has a very small range of damage similar to the sword, however deals less damage alone. With stances, however, he is easily on an equal footing with the warrior's damage. Of course, stance damage would stack with attack skill damage.

One skill I would like to point out as an absolutely great idea is this one:

Quote:
Stalemate: Adreline 8
Attack Skill. Hold target foe's weapon for 4...14 seconds. You and target foe cannot attack, Stalemate will end if you use a skill. During stalemate you experience health regen of 1..3 and energy regen of 0..1
I think it should be changed though so that you and target foe experience health and energy degen, however, since otherwise it seems a bit too powerful when used as a means to protect your squishies from a warrior on the rampage. It would stand to reason that as you struggle to hold your enemy's weapon, and he struggles to break free, you're not going to be resting up but exerting yourself (yell at me if I'm wrong: I'm no martial artist).

I also really like this one:
Quote:
Meditation: Energy 10, 45
Stance. Meditate for 15 seconds experiencing 5 health regen and 2 energy regen. During Meditation you cannot attack, Meditation ends if attacked more then 5 times.
Though I think it should be changed to ending when you get attacked even once. It would combo well with other classes, but require a person to be aware of positioning and disentangle themselves from the battle long enough to actually get something out of it (also, it would be abusable by runners in its current state). I could see it especially comboing well with the Assassin class, as they have means to retreat from the battle quickly, and this would allow them to reneter the fray sooner.

It would also be great during GvG for monks, so that under a split situation a monk can take advantage of a moment's reprieve to recharge quickly.
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Old Mar 13, 2006, 04:26 PM // 16:26   #8
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I like these a lot ^^ Reminds me of Champions in RO

I think you need a more visual differentiation from the Monks (bald and in robes is the monk stereotype).

I really like the idea of using the stances. Although i think it needs a "unique" way of using skills because adrenaline is unique to warriors now.
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Old Mar 13, 2006, 07:19 PM // 19:19   #9
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wondering if I can get any feed back on my old comboing-skill system for my MA class before.

Pretty much it is like a fighting game, where you have 4 or 5 skills (say call them, heavy punch, light punch, heavy kick, light kick) and you can make your other skill from such combiations (like a heavypunch + light punch + heavy punch will result in "Flying Dragon Punch" that have its own effect)
So the more such combo skill you carry, the wider range of skills you can perform.

I think it is neat, but won't fit into rest of GW too well. See what people think of it.
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Old Mar 13, 2006, 07:55 PM // 19:55   #10
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Quote:
Originally Posted by lyra_song
I like these a lot ^^ Reminds me of Champions in RO

I think you need a more visual differentiation from the Monks (bald and in robes is the monk stereotype).

I really like the idea of using the stances. Although i think it needs a "unique" way of using skills because adrenaline is unique to warriors now.
I'd say the main difference is that these guys are buffed up and meaner looking.

Note: Tweeked some skills, Tell me what you think Jenosavel.

Last edited by Nevin; Mar 13, 2006 at 08:04 PM // 20:04..
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Old Mar 13, 2006, 08:06 PM // 20:06   #11
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I like this one. Much more thought through it than the other one. I assume that gantlets would fall into the category of two handed weapon. It would be nice if this was made into a profession. The basic hack and slash warriors are FAR TOO common.
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Old Mar 13, 2006, 08:31 PM // 20:31   #12
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no thanks, we already have the assassin to please all the ninja wanna be kiddies, no need for a second class like that
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Old Mar 13, 2006, 09:35 PM // 21:35   #13
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Quote:
Originally Posted by audioaxes
no thanks, we already have the assassin to please all the ninja wanna be kiddies, no need for a second class like that
Hmm.. Would be a valid point but, Explain how its like an assassin and how a Martial Artist = Ninja. Please be more descriptive and less naive.

Last edited by Nevin; Mar 13, 2006 at 11:31 PM // 23:31..
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Old Mar 14, 2006, 03:43 AM // 03:43   #14
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Assassin = Specializes in fighting with their fists, and fancy martial arts attacks.
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Old Mar 14, 2006, 04:48 AM // 04:48   #15
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Usually I ask this in review a concept class.

What is its role?
(a melee spiker? A melee tanker? A low-armor-high damager? or something more)
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Old Mar 15, 2006, 09:48 PM // 21:48   #16
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The role of a Martial Artist isn't really defined like a.. Spiker or Healer or Tank.

The Martial Artist would be just another option really, hell the only classes that you have a constant need for through out RP are Nukers, Healers, and Tanks. Its only in specialized areas (Tombs or Oro) that you need people like Rangers or Order Necros or MM's. I don't expect the Martial Artist to fill clean cut into a position, they're just something new. If GW required every class to have a constant purpose for its party, Assassins wouldn't have been added in.

Quote:
Originally Posted by Blessed Winds
Assassin = Specializes in fighting with their fists, and fancy martial arts attacks.
Not the assassin in GW, So I still don't see the relevance. Unless you can pick through the skills and find something thats like the GW Assassin
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Old Mar 21, 2006, 12:56 PM // 12:56   #17
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May be due to a similarity of the names "Martial Artist" and "Martialist", my "Martialist" concept class thread has not been listed in the steaky thread, so I link it here. My Martialist concept class is somewhat different than the Nevin's "Martial Artist":

http://www.guildwarsguru.com/forum/s...ght=martialist
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Old May 22, 2007, 11:15 PM // 23:15   #18
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I like it. I would play it if it was a class. I like your choise of Attributes, very like a MA style class. I totaly disagree that this is just another assassin. Like some have already said, the assassin is an assassin, going in to a spacific target and killing it, and getting out quick. The MA is not. The MA class seems more like a Derv, meat shield/damg dealer. It's a cool idea. (also, just for those of you that think it's an assassin, he uses adren skills, which are not linked, assassins do not...) I like your idea, well thought out.
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Old May 23, 2007, 12:44 AM // 00:44   #19
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1.) What makes it stand out from a Warrior with Preparations which affects too on Melee Attacks?
2.) What is the Unique Concept for the Weapon?
3.) Seems a little Overpowered^^, A Sin with 12 Crit, 12 Gauntlet and 9+ Taijutsu and equipped with some Powering Skills?
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Old May 23, 2007, 01:32 AM // 01:32   #20
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Quote:
Originally Posted by [M]agna_[C]arta
1.) What makes it stand out from a Warrior with Preparations which affects too on Melee Attacks?
2.) What is the Unique Concept for the Weapon?
3.) Seems a little Overpowered^^, A Sin with 12 Crit, 12 Gauntlet and 9+ Taijutsu and equipped with some Powering Skills?
After looking at the inate skill inprovement as you put att points into your attributes, they do seem over powering. The class is based on Martial arts, he uses his hands and feet to do dmg, and stances to make himself tougher and more dangerous. When you say Unique concept for the weapon, that's aufully general, as swords, axes, dagges and staves are not Unique by any means, so Gauntlets are much more unique as a weapon than any of these other weapons. Finaly, a Warrior with preps, is just a W/R, this is an actual class, melee dmg dealer, one that uses martial attacks with hand and feet instead of an actual weapon.

I only answer the questions here because I was thinking of making the same type of idea, but found this one already make.
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