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Old Mar 30, 2006, 09:03 AM // 09:03   #41
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I rethink that. Most of your ideas are retarded. I read them through a second time. You need to re-evaluate the class as a whole, as well as the mechanics you're introducing.

The nightmares are incredibly overpowered. -5degen on top of their current effects?
-dmg reduction while attacking? And a headpiece that doesn't stack while other pieces stack?

I sincerely doubt they will add anything remotely like that to the game mechanics. It'd heavily unbalance hexes/etc and a lot of things. Remember, the balancing of skills and such generally stems from PvP, sometimes PvE.
Think of it in both scenarios, and in scenarios of HoH, 4v4 and 12v12.

You're not just asking for a new class, you're asking for them to restructurialize (sp?) the game mechanics and introduce two new faces of gameplay (new mechanics). If you apply two new mechanics, you can't make them solo to that class. Warriors would, in theory, also have "intimidated" skills, and casters presumably would be able to have nightmares as well.

There's just too much screaming "imba", making many of these skills useful over existing skills from other classes; as well it makes the other two classes look dismal.

Last edited by vtrajan; Mar 30, 2006 at 09:15 AM // 09:15..
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Old Mar 30, 2006, 10:41 AM // 10:41   #42
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Hm hm...ye have some good points Vtrajan, but if ArenaNet never introduced new mechanics into the game, Guild Wars would quickly grow stale and boring, neh?

As for Intimidated and Nightmares, the former is mostly concentrated in Deadly Aura, which would deny Warrior (and Ranger, and everyone else) primaries the majority of Intimidation. That and Conditions are easily removed in this game, and Intimidation isn't a guaranteed thing like every other Condition is. Despite all that, it may well be unbalanced. I, not being able to play it at all and having been working on the concept for about a month, would know

As for casters using Nightmares, let them. I'm doing my damnedest to balance something I feel works within the concept and story of a Pit Fighter and have no doubt I've failed utterly, but the problem would, I think, be more Warriors using Nightmares than casters. The -5 degen isn't just an arbitrary balancing - it represents the great physical and mental strain of vividly reliving things the Pit Fighter would really rather not remember. And Hex balancing would be fine, as a Pit Fighter choosing to saddle himself with the extra degen is also choosing to accept the fact that he may end up degen-ed into the ground.

I hold no doubt in my heart that neither Intimidated or Nightmares will ever make it into Guild Wars, but why does that mean I can't put my ideas forward? Hm hm, besides. It's fun . And if I didn't post it up, even the one in fifty million chance that ArenaNet would choose to make off with my work and put it into a Chapter would be gone, neh?

Also, note on the headband/armor thing. The Heavy headband offers a straight, permanent reduction, while Berserker's armor reduction only functions while the Pit Fighter is directly attacking. Yeah, I need to rename Berserker's armor. But anyways, that's why the Heavy Headband's reduction doesn't stack and the armor's does.

One last thing. What does 'imba' mean? Haven't taken the latest forum-speek classes yet.

Last edited by LaserLight; Mar 30, 2006 at 10:52 AM // 10:52..
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Old Mar 30, 2006, 11:39 AM // 11:39   #43
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LaserLight, i believe vtrajan misunderstood the concept of "Nightmares".
He believed that the -5 hp degen is applied onto target foe.
Actually, the -5 hp degen is suffered by the Pit Fighter himself.
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Old Mar 30, 2006, 08:26 PM // 20:26   #44
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Quote:
Originally Posted by vtrajan
I rethink that. Most of your ideas are retarded. I read them through a second time. You need to re-evaluate the class as a whole, as well as the mechanics you're introducing.

You're not just asking for a new class, you're asking for them to restructurialize (sp?) the game mechanics and introduce two new faces of gameplay (new mechanics). If you apply two new mechanics, you can't make them solo to that class. Warriors would, in theory, also have "intimidated" skills, and casters presumably would be able to have nightmares as well.
Using the word "retarded" is a bit harsh, don't you think?

I see nothing wrong at all with adding new game mechanics, or as I would call them, "Nitches", for new class. In fact, they are needed to make each class play differently. Each class might functions similarly, but it this this uniquness that will set them apart.

Assassin have the thing of teleporation and combos. Ritualist have the holding. All of that are new game mechanics.

So hold off of your harsh tongues, and critic and comment on what would make it better, and not kicking it.
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Old Mar 31, 2006, 01:34 AM // 01:34   #45
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You've certainly got my vote. I give it a thumbs up and hope that Anet gives it a chance. I do like the Nightmare and intimidation ideas too because they really set the Pit Fighter apart from other classes. It's a much better idea than my Bard idea. I hope to see this in chapters 3 or 4 in the near future.
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Old Mar 31, 2006, 02:54 AM // 02:54   #46
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Your Bard idea is good. And Lazer, yours is amazing. Add it Anet.
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Old Apr 14, 2006, 10:04 AM // 10:04   #47
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Pit Fighter

Introduction:
Dark warriors with bloody pasts, the Pit Fighters have emerged from the underground blood rings where they learned their sport to clean the stains of countless lives from their hands. Throwing themselves into the service of the Realm to banish the horrors of their past, Pit Fighters attack with a savage fury unimaginable in any other warrior.

Statistics:
480 base HP
20 Energy
4 pips Regen
70 bas AL

Armor:
Head: Headbands – Bone (+1DA), Horned (+1FF), Bloodstained (+1BS), Worn (+1HM), Heavy (-2 received damage, non-stacking), Twisted (-5 AL, +5% Nightmare duration)

Chest: Amulets – Berserker’s (-2 received damage while attacking - stacking), Stoic’s (+15HP), Tattered (+20AL while having a Nightmare), Pit Lord’s (+5 Energy), Possessed (+5% Nightmare duration) Terrifying (-5 AL, +5% weapon damage, 25% chance - stacking)

Legs: Belts – Berserker’s (-1 received damage while attacking - stacking), Stoic’s (+15HP), Tattered (+20AL while having a Nightmare), Pit Lord’s (+3 Energy), Possessed (+3% Nightmare duration) Terrifying (-5 AL, +5% weapon damage, 25% chance - stacking)

Arms: Handwraps – Berserker’s (-1 received damage while attacking - stacking), Stoic’s (+10HP), Tattered (+20AL while having a Nightmare), Pit Lord’s (+1Energy), Possessed (+1% Nightmare duration), Terrifying (-5 AL, +5% weapon damage, 25% - stacking)

Legs: Boots – Berserker’s (-1 received damage while attacking - stacking), Stoic’s (+10HP), Tattered (+20AL while having a Nightmare), Pit Lord’s (+1 Energy), Possessed (+1% Nightmare duration), Terrifying (-5 AL, +5% weapon damage, 25% chance - stacking)

Weapon Data:
Type: Fighting Gloves (reinforced gloves used for melee fighting)
Range: Close Melee
Type: Dual-Wield
Base Damage (max): 19-21
Attack Speed. 1.33 seconds/attack
Mods: Stitching (prefix), Studs (suffix)

Attributes:
(Primary): Deadly Aura – Points into this attribute give the Pit Fighter a 1% chance per point to Intimidate his foe, causing a skill targeted at the Pit Fighter to fail. Skills linked to this attribute deal primarily with Intimidating foes and reducing their ability to move or attack.

The Pit Fighter oozes lethality from every pore. Anyone with the least sense becomes deathly afraid in the mere presence of a Pit Fighter, and when that foe becomes the target of the Pit Fighter’s ire he is all but unable to function through the overwhelming terror.

Example Skills:


Killer’s Gaze [E]: 10e, 1s, 30r. Skill.
Target foe suffers from Intimidated. For 5-10 seconds, all skills target foe uses have a 50% chance to fail.

Crippling Aura [E]: 5e (instant) 30r. Stance.
For 3-9 seconds, foes struck by your attacks become Crippled for 2-8 seconds.

“Back Off!”: 5e, (instant), 30r. Shout.
For 8-18 seconds, nearby foes move 50% slower while approaching you and 50% faster while moving away from you.

“You’re Nothing!”: 5e, (instant), 30r. Shout.
Nearby attacking foes suffer from Intimidated for 2-7 seconds.

“Just Die!”: 5e, (instant), 45r. Shout
For 3-9 seconds, your attacks deal +3-12 damage to foes with less than 50% Health.

Derisive Blow: 5e, (next attack), 15r. Fighting Glove skill
If Derisive Blow strikes an attacking foe, that foe is knocked down. Derisive Blow only deals half the normal damage.

Stifling Aura: 10e, (instant), 30. Stance
For 6-15 seconds, nearby foes attack 50% slower.

Vicious Insult: 5e, 1/4s, 15r. Spell
Interrupt target foe's skill. For 15-8 seconds, that foe moves 10% faster while approaching you.


Bloodsport – No inherent effect. Points in this attribute enhance the power of all linked skills.

The Pit Fighter’s livelihood and life depended on the blood and gore of the Pits, and those who failed to learn the ways of the Pits were quickly left bleeding their lives out on the packed earthen floors. Many Pit Fighters learned to channel the horrible emotions and sensations of the Pits into their fighting, reveling in the atrocities of the blood arenas to frighten and defeat their foes.

Example Skills:


Killer’s Retribution [E]: 10e, (instant), 60r. Stance.
For 5-10 seconds, the next attack that strikes you deals double damage. That foe is then hit with a Killing Blow that deals double the damage you received in return and Killer’s Retribution ends.

Punch Drunk [E]: 10e, 1s, 45r. Hex Spell
For 5-10 seconds, Punch Drunk does nothing. When Punch Drunk ends, target foe becomes Dazed for 1-5 seconds plus 1 additional second for every three Fighting Glove strikes that foe suffered while Hexed with Punch Drunk.

Bloodstained Hands: 5e, 2s, 30r. Enchantment.
For 5-10 seconds, your attacks deal 5-12 extra damage and you suffer -2 health degeneration.

Bloodstained Visage: 10e, 3s, 30r. Enchantment
For 5-10 seconds, any foe who strikes you becomes Intimidated for 4-8 seconds.

Noble Totem: 10e, 2s, 20r. Skill.
Exploit target ally’s touched corpse to create a Noble Totem at that corpse’s location. For 8-18 seconds, allies within 40’ of the Noble Totem gain +1-4 Health regeneration and +20AL

Killer’s Fury: 5e (instant), 30r. Stance
Lose all Enchantments. For 5-15 seconds, you attack 50% faster and cannot be the target of Enchantment spells. Killer’s Fury ends if you do not have Fighting Gloves equipped.

Mutilated Totem: 5e, 3/4s, 30r. Skill.
Exploit target touched corpse to create a Mutilated Totem at that corpse’s location. For 8-18 seconds, foes within 40’ of the Mutilated Totem suffer from Weakness and attack 50% slower.

Taint of the Pits: 10e, 2s, 10r. Enchantment.
For 10-30 seconds, your next attack inflicts Diseased on the foe.

Bloodspatter: 5e, 3/4s, 15r. Skill
Sacrifice 5% Health. Target touched foe becomes Blinded for 2-7 seconds. Bloodspatter does nothing if you have 100% Health.

Horrifying Totem: 10e, 2s, 30r. Skill
Exploit target touched corpse to create a Horrifying Totem at that corpse’s location. For 8-18 seconds, foes move 90% slower while approaching the Horrifying Totem.


Fistfighting – Points into this attribute increase the damage and critical hit ratio of Knuckle weapons, as well as raising the power of Knuckle-based skills.

The Pit Fighter’s chosen weapons are his Knuckles, compact weapons which increase the power and damage of his punches and hand strikes. Though Knuckles lack the knock-down power of larger, heavier weapons, their nature allows the Pit Fighter much greater control over the force and placement of his blows, giving him a very stable damage rate. A Pit Fighter knows just where and how hard his fists are landing.

Example Skills:


Jaw Crack [E]: 10e, (next attack), 20r. Fighting Glove skill.
If Jaw Crack hits, the foe’s action is interrupted and he becomes Dazed for 5-10 seconds.

Bone Breaker [E]: 15e (next attack), 30r. Fighting Glove skill.
If it hits, Bone Breaker strikes for + 5-15 damage, has 10% armor penetration, and inflicts a Deep Wound for 5-17 seconds.

Armor Crush: 5e, (next attack), 30r. Fighting Glove skill.
If Armor Crush hits, the foe’s AL is reduced by 20% for 5-10 seconds.

Brutal Hook: 5e, (next attack), 10r. Fighting Glove skill
Strike target foe and all foes adjacent to that foe for +5-15 damage.

Corkscrew Punch: 5e, (next attack), 4r. Fighting Glove skill.
Corkscrew Punch hits for +4-12 damage.

Lightning Jab: 5e, 1/2c, 10r. Fighting Glove skill
If Lightning Jab hits, target foe's action is interrupted. If that action was a skill, that skill is disable for an additional 20 seconds. Lightning Jab only deals 1-7 damage.

Throat Spear: 10e, (next attack), 20r. Fighting Glove skill
If target foe’s Health is below 24-50%, Throat Spear deals +10-30 damage

Head Shot: 5e, (next attack), 8r. Fighting Glove skill
Head Shot has a 75% chance to strike target foe’s Head (instead of another area). If Headshot does strike the opponent’s Head, it deals +10-25 damage and interrupts the foe’s action. If it does not strike the opponent’s head, Head Shot deals no damage.

Kneecap Strike: 10e, (next attack), 8r. Fighting Glove skill.
If Kneecap Strike hits, target foe is Crippled for 1-9 seconds.

Dislocating Throw: 5e (next attack), 20r. Fighting Glove skill
Target foe is knocked down for 2 seconds and cannot attack for 2-6 seconds. Dislocating Throw deals only half the normal damage.

Terrifying Blow: 10e, (next attack), 15r. Fighting Glove skill
If Terrifying Blow strikes a foe suffering from Intimidated, that foe is knocked down for 2 seconds.

Massive Dropkick: 5e, 1c, 10r. Melee Attack
Target foe suffers 10-50 damage and is knocked down for 1-3 seconds. After making a Massive Dropkick, you are knocked down.

Scoundrel’s Blow: 5e, (next attack), 15r. Fighting Glove skill
Strike target foe below the belt. For 5-11 seconds, that foe suffers - 1-3 Health degeneration and attacks 50% slower.


Haunted Memories – No inherent effect. Points in this attribute enhance the power of all linked skills.

Dark men harbor darker memories. The brutal, inhuman life of the Pit Fighter leaves behind many memories which would drive lesser men mad. The Pit Fighter not only retains what may be termed as his sanity, but can use the raw emotions of these memories to fuel his fighting, attacking with unreal fury or evading strikes as easily as a ghost, guided by the memories of countless horrific battles…

NOTE: Haunted Memories introduces a new skill type – Nightmares. A character can only have one Nightmare at a time, and Nightmares are indicated through a slight redshift of the screen, tinting everything slightly blood-colored. All Nightmares inflict -5 Health degeneration.

Example Skills:

A Desperate Battle [E]: 5e, 3s, 60r. Nightmare.
Remember your most desperate battle. For 5-15 seconds, you attack 33% faster, deal +6-15 damage, and cannot be interrupted while attacking.

A Better Life [E]: 5e, 3s, 60r. Nightmare.
Remember your childhood and birth home. For 5-15 seconds, you cannot be struck by enemy attacks.

A Mage’s Terror: 5e, 3s, 30r. Nightmare.
Remember the first time you fought a magic user. For 5-15 seconds, you gain 50AL vs magic damage.

A Friend Slain: 5e, 3s, 60r. Nightmare.
Remember the first time you killed a friend. for 10-20 seconds, half of all damage dealt to nearby allies is redirected to you.

A Glorious Victory: 5e, 3s, 60r. Nightmare
Remember your best pit victory. For 10-30 seconds, whenever a nearby foe dies, you regain 30-120 Health and 5-17 Energy.

A Horrible Sickness: 5e, 3s, 60r. Nightmare
Remember the first time you grew very ill. For 5-20 seconds, you recover 75% faster from Conditions.

A Strength Unknown: 5e, 3s, 60r. Nightmare
Remember the first time you discovered a new strength. For 5-10 seconds, your next Fighting Glove attack deals +20-60 damage, A Strength Unknown ends, and you suffer from Exhaustion.

A Bloody Slaughter [E]: 5e, 3s, 60r. Nightmare
Remember the many gruesome kills of your Pit days. For 5-15 seconds, any corpses in your area are exploited, rendering all foes near the corpse Blind, Weak, and Dazed and dealing 10-82 damage to them. When A Bloody Slaughter ends, you take damage equal to half your remaining Health.

“I Can’t Die Now!”: 5e (instant), 45r. Shout.
For 5-10 seconds, enemy attacks cannot reduce your health below 1.

Time-Honored Guard: 5e, (instant), 30r. Stance.
For 5-10 seconds you have a 75% chance to block incoming attacks and magical projectiles. Time-Honored Guard ends if you use a Nightmare skill.

Killer’s Remorse: 5e (instant), 45r. Stance
For 8-18 seconds your attacks deal +10-25 damage. When Killer’s Remorse ends, you suffer half the damage you inflicted during Killer’s Remorse.


Example Unlinked Skills:

Vicious Pinch: 5e, 1/2s, 0r. Skill.
If you are having a Nightmare, you take 5 damage and the Nightmare ends.


Creator’s Notes:

The Pit Fighter is my take on the fistfighter concept and was almost entirely designed around its premise, as opposed to focusing on a specific battlefield role. Due to this, I cannot find a single specific niche the Pit Fighter is meant to fill, but he works quite well as a sort of melee version of a Mesmer, doling out subversion and disruption in droves against enemies close enough to punch out. That and he’s just too freakin’ cool for words XP.

The Pit Fighter introduces both a new Condition and a new skill type: Intimidated and Nightmares. Intimidated causes an opponent’s skills to fizzle 50% of the time (as well as sets up several Pit Fighter skills), while Nightmares are described in the Haunted Memories section. Both fit the image of a hardened warrior who’s seen too much horror to a T. Though Deadly Aura is the obvious choice for primary attribute, I think that Haunted Memories is also a candidate. Also, note that the Intimidation listed as the inherent effect for Deadly Aura is not an inflicted Condition, but a single-time negation of a skill. This DA Intimidation factors in after normal Intimidation - an Intimidated foe striking a Pit Fighter with Deadly Aura has two chances to blow it.

Running this guy in my head sees him doing a lot of penetration/flagrunning work, using stuff like “Back Off!” and A Better Life [E] to get through things. The Pit Fighter’s oriented towards forcing enemies to be where the Pit Fighter wants them to be and on disabling enemy characters attempting to mess with him. The above example skills only provide a brief glimpse of the many punishment-style skills the profession is slated for.

Physical appearance is lean but muscled, with scars (not Necromancer I-wanna-be-a-tattooed-Monk-scars, but real wound remnants) covering their bodies. Their upper torsos are mostly bare, with nothing but the Amulets (and a cloth wrap in the case of female Pit Fighters) on the chest. Amulets are hung on wide ribbon-like strings, with the ribbon being dyeable (female Pit Fighters’ chest wraps dye with their ribbons). The ‘Belts’ are also fairly big pants ending at mid-shin, but are called Belts because the belt portion is big, heavy, and ornate. Belts, like Amulets, dye in the cloth and leave the metal metal-colored. Hand wraps are quite simple, differentiated only by medallions on the back of the hand, and dye in the cloth as well. Boots…no clue. Use your imagination :-P. Pit Fighters tend towards shorter hair with a wide selection of wild colors and styles – all the better to appeal to blood-hungry crowds with – and are possessed of very mean faces. They’re about Ranger height.

Pf/A – Obviously this profession combination is the master of positional control. With the Pit Fighter’s enemy-repulsion skills and the Assassin’s teleportation skills, ain’t nobody touching this dude unless he wants to be touched. The Assassin’s single-target Hexes (the non-Dagger-related ones, anyways) are also quite cool on the Pit Fighter.

Pf/E – As with so many melee classes, the best an Elementalist gets from the Pit Fighter is defensive skills…>_<. Most of the Pf’s enemy-repulsion skills are in Deadly Aura, so even those are denied the Elementalist. However, such skills as Bloodstained Visage and Killer’s Retribution [E] allow the Elementalist an active defense instead of a passive one, making enemies want to withdraw instead of simply stymieing their efforts.

Pf/Me – The Undisputed King of Lockdowns. The Mesmer’s dominance in caster shutdown combine with the Pit Fighter’s excellent physical disruption to create a character which can screw you over no matter what you are. Energy can be tight, but the results are excellent with a little practice.

Pf/Mo – Not an ideal combination here, but a workable one. I suppose. Again, we have a class where caster primary gains little but defensive skills and Pit Fighter primary gains mostly ineffective support skills. There are combos and useful skills here, but they’re virtually the same as Warrior/ or Assassin/Monk combos.

Pf/N – The Necromancer’s Curses fit well with both the theme and playstyle of a Pit Fighter, and Death magic has some fun toys for a Pf looking for an even more visceral experience, but I’d recommend avoiding Blood and its sacrifice skills. Your AL is low and your Nightmares, should you choose to accept them, wipe you out as it is. Still, a good Wail from Beyond or Well of the Profane is never wasted.

Pf/R – A Better Life and Traps make for an evil, evil combat Trapper, though such is obviously an R/Pf combination rather than the other way around. At the same time, a Pit Fighter is more adept at utilizing animals and Beast Mastery than Warriors and can add the pet’s disruptive attacks to his own, knocking down and snapping up enemies. Many of the Pit Fighter’s skills also work passably well with bows.

Pf/Rt – A Pit Fighter using Deadly Aura’s enemy-repulsion spells and the Ritualist’s Spirit Fortress style can be a ridiculously hard target to assault. Unfortunately, an Rt/Pf, again, gets little but defensive skills. C’est la vie

Pf/W – Here’s the one half of you have been waiting for. It’s fairly obvious where the punch in a Pf/W lies – give the dude an axe and he can lay down the hurt. While the Pit Fighter’s damage bonus skills are oriented towards his Knuckle weapons, he can still deal a great amount of damage with an axe. For an especially potent combination, keep a Knuckle on weapon switch and use Armor Crush just before a powerful Axe spike.

Anyways. Enough of me rambling. I will add skills as I think of them, but I want to see what people have to say about this guy now. Remember, this is my first real concept class, and I’ve most likely got a bad eye for skill balancing. Constructive criticism I’ll respond to, flames I’ll put out with Cheez Whiz. I'm most interested in thoughts on skill/attribute balancing and armor options - current armors kinda bite >_< - but anything helpful will be much appreciated.

With that said...have at it :-P

Edit 1 (3/15/06):
Switched weapons from Knuckles to Fighting Gloves, modified weapon and skill numbers to deal with attack speed issue.
Added Heavy and Twisted Headbands.
Switched Berserker’s armor to -damage while Attacking mod.
Added skills: Killer’s Fury (Bloodsport), Lightning Jab (Fistfighting), A Friend Slain (Haunted Memories), Vicious Pinch (Unlinked), Vicious Insult (Deadly Aura), Kneecap Strike (Fistfighting),

Edit 2 (3/18/06):
Added skills: "Just Die!" (Deadly Aura), A Glorious Victory (Haunted Memories), A Horrible Sickness (Haunted Memories), Brutal Hook (Fistfighting), Crippling Aura [E] (Deadly Aura), Dislocating Throw (Fistfighting), Head Shot (Fistfighting), Noble Totem (Bloodsport), Punch Drunk [E] (Bloodsport), Throat Spear (Fistfighting)

Edit 3 (3/30/06)
Increased base AL to 70
Added Armor Set - Terrifying
Added Skills: Bloodspatter (Bloodsport), Killer's Remorse (Haunted Memories), Horrifying Totem (Bloodsport), A Strength Unknown (Haunted Memories), A Bloody Slaughter (Haunted Memories), Massive Dropkick (Fistfighting), Scoundrel's Blow (Fistfighting)
I thought that overall, this was a good character. Maybe a bit overpowered, but i love the memory idea.However, plz take away the intro-this is not final fantasy.
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Old Apr 14, 2006, 10:05 AM // 10:05   #48
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Quote:
Originally Posted by actionjack
Using the word "retarded" is a bit harsh, don't you think?

I see nothing wrong at all with adding new game mechanics, or as I would call them, "Nitches", for new class. In fact, they are needed to make each class play differently. Each class might functions similarly, but it this this uniquness that will set them apart.

Assassin have the thing of teleporation and combos. Ritualist have the holding. All of that are new game mechanics.

So hold off of your harsh tongues, and critic and comment on what would make it better, and not kicking it.
this isnt my idea, but thnx for giving somegood reasons why the character is even better
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Old Jul 21, 2006, 02:36 AM // 02:36   #49
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Ooooh cool.
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Old Jul 21, 2006, 03:43 AM // 03:43   #50
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Quote:
Originally Posted by Super_Nerd0
I thought that overall, this was a good character. Maybe a bit overpowered, but i love the memory idea.However, plz take away the intro-this is not final fantasy.
This is a Competitive Online Role Playing Game, however. I like the intoduction, it provides what kind of class this is, and gives a general idea of what people can expect.

I like the class too, I wonder what the character would actualy look like though...
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Old Jul 23, 2006, 08:33 PM // 20:33   #51
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This is one of my 2 favorite class concepts on this board. GW needs hand-to-hand fighter which uses gloves or bracers.

Totem is too Ritualist though.

Devs would balance to ensure it would not be too powerful.

Last edited by curtman; Jul 23, 2006 at 08:48 PM // 20:48..
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Old Jul 28, 2006, 10:31 PM // 22:31   #52
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Hey laser, just a suggestion that i think would make a little more sense.

Mutilated Totem: 5e, 3/4s, 30r. Skill.
Exploit target touched corpse to create a Mutilated Totem at that corpse’s location. For 8-18 seconds, foes within 40’ of the Mutilated Totem suffer from Nausea and attack 50% slower.

Obviously introducing a new Condition, but it's basically -2 degen. Just makes more sense, would you become weakened looking at something disgusting, or would you throw up?
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Old Aug 03, 2006, 05:16 PM // 17:16   #53
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Talking Sounds like fun

I would love to see what A-net could do with this sounds like it could be fun.
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Old Aug 03, 2006, 11:45 PM // 23:45   #54
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hey i think a good weapon for a pit fight has to be a whip in 1 hand and a small spiked club in the other hits with both weapons.
whip hits when foe is not far away from you, and club for close range.
sounds good??
lol and a skills : throw bone= pull out a bone from ure pouch and throw it causing 6...47 earth dmg energy =5

Last edited by sm2006; Aug 03, 2006 at 11:48 PM // 23:48..
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Old Sep 02, 2006, 07:48 AM // 07:48   #55
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this idea is genious and must be put in guild wars. i mean the person who thought this up and the description wow. i mean he even said wat they went thrugh. such description just tells me wat they will look like and wat they will do. im not sure if u siad that they will lean like the assasins and necormancers do. plz if anet makes this profession, i do NOT want them to lean like that, i hate the sin and necro for leaning like that, although it really fits necros well. i wud like to see this prfession veeery tall HUGE I MEAN BIGGER THAN A WARRIRO MUSCLES GIGANTIC. and i agree tattos wud be cool for them but i wyd like them to have pants at least. i fotn want themm running around looking like an overgrown monk. and guys wow just imagine a fighter fighting u with his FISTS i man thats just to cool. though wen u think of it a swrod vs somone using there fists dont make sense right? well i say this "pit fighter" should get some form of extra power... maybe and attribute that wyd actualy give there atacks a magical "buff" u think thats a good idea? and also for atack speed. i think that there is no way to atack faster than to atack faster with your fists. meaning yes they will be faster than daggers NOW IF THEY ARE BARELY FASTER THERE DAMAGE OUTPUT WILL BE SLIGHTLY LOWER THAN AN ASSASIN. but if they atack like omg really fast there max hit wud be a mere 12 or 10,. NOW here u may think max of 10 dmaage vs a war who has huge physical damage resistance is terrible right? well remeber that attribute i said that should come in. u shud be able to chose to deal wat type of damage u deal be it fire water earth piercing watever. and imagine if this fighter can atack.. lets just say 2 times the normale speed of an asasin PLUS SOMETHING LIKE TIGERS FURY OR LIGHTNING REFLEXES. it wud be like lightning. but remeber thats y u have a mere max10-12 damage output. having him atack with such speed and say the max damage of an axe or sword wud just be ridiculas thats the reson for such low dmaage output

but i jsut now thought if a severe nerf. a ritualist with union wud purely shut it down wud it not ? =(... but mabe one of the attributes cud be purely dedicated to offenseive and defensive buffing

i wud appreciate if epople comment all that i said as im very serious about this incredible possible profession. im dissapointed no no that the next 2 profss will be the dervish and paragon as thats so to be expected. u no.. i mean swords axes hammers, next ull think a spear of course right lol so ud expect that to be a prfession =/ and wen u think of a dark night ud probably think of like the grim reaper whcih uses a sythe.. botth there primary weapons were expected to me and i knew they were to come. thta doesnt mean i dont want them. i mean transforming as a dervish is just pure awesome.but if theres any professsion id like to see it wud be this 1. that and something like a a "rider" someone with a mount like a dragon that cud use spears or wands or watever (not sure of anything about that but it wud be cool)

and finally. the way they wud stand. id like them to stand identical to the warrior. only there fists will always be clenched. holding them tightly. the way they will sit wud be indian style with your legs crossed and there head wud be faced down. the dance wud be maybe the moonwalk+ some breakdancing? lol i duno im making that up.theyre hair will be mostly naturaly long, as the creator of thsi thread said they have been tortured and have lived down in pits, meaning they wudnt have cut there hair lol, there face wud be naturaly scared and there eyses should be intimidating and slightly evil looking. an update bye anet cud be to choose ur eye color which wud be cool to.


this wa a very long peice of writing ive made and id really like some people to comment on wat i said and some ideas of there own and i dont want this to be ignored lol it took time =p.

let your imagination make this build rock!

o yes and ya i no i make a lot of typo's dont flame on this plz i try to type very quikly and make many typos in the process lol

Last edited by chaos warrior zane; Sep 02, 2006 at 07:50 AM // 07:50..
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Old Sep 02, 2006, 07:49 AM // 07:49   #56
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o yes and i just read the post above mine. a whip mog that wud also be awesome but mavbe that cud be another proffesion? mabe a tamer of some sort?!?!
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Old Oct 18, 2006, 05:19 AM // 05:19   #57
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Very well thought out, plenty of skills to go with it, and some of the best "flavor" I've seen in a class for a long time. I would REALLY like to see this as a added class in a later campaign.

That said, I think you could actually buff the skills some- the recharge times seem high, especially on the Nightmares. I know you want to keep it balanced, which is a good idea, but it seems just a tiny bit underpowered at the moment.

If you DO buff the recharges, this class will blow someone's socks off. Probably mine. Keep 'em coming!
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Old Oct 27, 2006, 08:09 PM // 20:09   #58
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Yeah this game totally needs fist fighters! Rly no sarcasm, One could have SO many skills to use! Only small gripe is that 100,000 players are all gonna have the same exact Haunted memories >.< but thats more a technical issue, its also not like 100,000 people are born blind and attuned to spirits either
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Old Nov 01, 2006, 11:22 AM // 11:22   #59
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A meat shield(wrestler) class awsome, Though I have to agree with super_nerd0 that despite his huge and unnecisairy quote the skills you described are overpowered.
Think of a Pf/W that uses deadly aura to intimidate lowering damige taken from enemy skills and useses pit fighter shouts(I can't die now, you are nothing) and warrior defensive shouts (I will avege you, I will survive) and tops that off whith other tacktics of Haunted memories surviability boosters.
They would be unspikable, and maby the only thing that could kill them is a health degen mesh or a warriors bane, i doupt it would really matter what weapon skill they used(though gloves would be rune-able so that would be the general coice)

By the way And a mutilated totem should cause intimidate not weakness.

I think you should however not use the 4 pip's on a class that has had too many blows to the head, use adrenaline for a good amount of the NON! attack skills, just to show off diference to wariors and dervishes.
nightmares are a idea although having 5 health degen while using one *glup* scary, I suggest that being a wrestler/show fighter they take alot of damige(i.e. be a meatshield) and therefore should have several increase maximum health skills, to make nightmares worth using and give us a secondary tank.

I like this one the most of the classes I've seen so far, I know its out of the last 5 posts radius but I'm still signing it.
/signed
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