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Old Apr 15, 2006, 04:50 PM // 16:50   #1
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Default Concept Class: Gunslinger

I know a class like this has already been thought up, but I had thought of it just before seeing that, and this seems interesting to me, so here is my version.

Using the newly developed technology of (Guns), the Gunslinger is a physical ranged character similar to the ranger, but is more of a damage-dealer, and relies on adrenaline with one of the two weapon types they use, Dual-pistols or Rifles.
The dual-pistols rely on adrenaline attacks, and are high-speed low-damage mid-range. The Rifles rely on energy based attacks, and are low-speed mid-damage high-range.
Dual-pistols have a max damage of 6-16, and a speed equal to daggers. Rifles have a max damage of 19-30, and a speed equal to hammers.
Attributes:
Dual-Pistol Mastery: Increases the damage of Dual-pistols, and increases their chance of a critical strike. Each point in this adds a 2% chance to strike a target through an evasion or block with Dual-pistols.
Rifle Mastery: Increases the damage of Rifles, and their chance of a critical hit. Each point in this adds a 2% chance to strike a target through an evasion or block with Rifles.
Sniping (P): Each point in Sniping increases the range of ranged weaponry by 2 yards.
Evasion: Each point in Evasion enhances skills that rely on manuevering, evading, or incapacitating an enemy.
Munitions: Each point in Munitions enhances the effects of skills relating to the creation of special ammunition and other related effects.

Armor: 60AL, +10 vs physicle on all pieces. 3 energy regen, 30 base energy. Varying effects: +15 while moving, +10 while attacking, +10 while in a stance, +15 vs ranged attacks.

Skills:
Dual-Pistol Skills:
Demon Thread: Req 6a.
Dual-pistol attack. Fire at target foe 4 times, dealing 20% less damage per hit.
Whirling Demon: Req 10a.
Dual-pistol attack. Fire at all foes in the area for +2...20 damage. Maximum 2...8 targets. Sniping attribute increases the radius of the area of effect.
Execute: Req 8a.
Dual-pistol attack. Fire at target foe with 1/4 normal range, dealing +10...42 damage. This damage is doubled if your target is below 50% health.
Viper Shot: Req 4a, 2/3 sec cast.
Dual-pistol attack. Fire at target foe, interrupting it's current action.
Trick Shot: Req 4a.
Dual-pistol attack. Fire at an object near your target, causing it to ricochet off and hit them. this attack deals 25% less damage. This attack is un-blockable and ends the stance of your target. (This skill has a 50% chance to fail with a Dual-pistol mastery of 4 or less.)
Steel Rain {E}: Req 6a.
Dual-pistol attack. Fire 6 times at target foe and up to 2 adjacent foes, dealing 30...15% less damage per hit. Adrenaline is gained on these attacks, but only 50% per hit.
Ardent Craze: Req 5e, 8sec reset.
Stance. For 5...12 seconds, you attack 25% faster and gain 50% more adrenaline on attacks. When Ardent Craze ends, all of your attack skills are disabled for 4 seconds.
Adverse Steel: 1a.
Skill. For 8 seconds, you evade the next ranged attack against you, and counter attack. This skill requires Dual-pistols.
(The counter attack has a 1/2 second animation.)

Rifle Skills:
Head Shot: Req 10e, 45sec reset.
Rifle Attack. Fire at target foe. If target foe was using a skill, that skill is interrupted, foe takes +10...40 damage, and is dazed for 10 seconds. This skills has 15% armor penetration.
Visceral Wound: Req 10e, 10s reset.
Rifle Attack. Fire at target foe, dealing +4...20 damage. Target foe suffers from deep wound for 10...20 seconds.
Shatter Knee: Req 5e, 20sec reset.
Rifle Attack. Fire at target foe, dealing +2...12 damage and crippling them for 6...14 seconds.
Pierce Heart: Req 10e, 16s reset.
Rifle Attack. Fire at target foe, dealing +12...40 damage. This attack has 15%armor penetration.
Piercing Shot: Req 10e, 15sec reset. (New Mechanic, Line-of-sight)
Rifle attack. Fire at target foe, this attack does +2...16 damage, and strikes any foes directly between you and your target.
Focused Shot {E}: Req 10e, 12s reset.
Rifle attack. Fire at target foe for +10...25 damage. This attack has an additional 30 yards added to it's range. This attack is easily interrupted.
Rifle Strike: Req 5e, 14s reset.
Rifle attack. Strike target touched foe with your rifle, inflicting 12...54 damage, and interrupting their current action.
Longshot: Req 5e, 6 second cast, 14s reset.
Rifle attack. Fire at target foe with an additional 20...45 yards to the range.

Sniping Skills:
Eagle Eye: Req 10e, 1 second cast, 25sec reset.
Enchantment. This skill grants yourself a 2...20 yard bonus to your ranged attacks for 10 seconds.
Critical Aim: Req 5e, 10sec reset.
Stance. For 6...12 seconds, you gain a +5...15% bonus to critical chance with ranged weapons.
Sniper Signet{E}: 2 seconds cast, 30sec reset.
Skill. For 8 seconds, your next ranged attack skill has an additional +10...60 yards to it's range. If the attack skill is dodged, Sniper Signet is refreshed and you lose 1 energy.
Demon Eye: Req 10e, 12sec reset.
Enchantment spell. For 10...30 seconds, aim at the gaps in your target's armor, giving a 25...50% chance to bypass 30% of targets armor.

Evasion Skills:
Reaper's Dance{E}: Req 5e, 12s reset.
Stance. For 4...16 seconds, all of your ranged attacks become un-blockable and un-evadable, and you gain a 10...25% chance to evade attacks.
Cover: Req 10e, 30sec reset.
Stance. For 5...16 seconds, you move 25% faster, and gain a 75% chance to evade ranged attacks while moving. You gain 1 strike of adrenaline any time you successfully evade an attack in this way, but lose 1 strike any time you fail.
Face Shot: Req 6a.
Ranged attack. Fire at touched target foe, blinding them for 6...12 seconds. this attack has 20% armor penetration.
Hostage: 10e, 1 second cast, 45sec reset. (New Mechanic, Hold)
Hold Skill. Grapple onto your target for 6...18 seconds, immobilizing both of you and reducing your attack speed by 50%. While you are holding the target, all damage you take is redirected to the held target. The Held target is unable to attack and cannot be targetted.

Munitions Skills:
Silver Bullets: Req 15e, 3s cast, 24s reset.
Preparation. For the next 10...25 shots, your dual-pistol and rifle attacks deal +16 damage to undead.
Tainted Lead: Req 10e, 3s cast, 24s reset.
Preparation. For the next 8...20 shots, your dual-pistol and rifle attacks deal 10% less damage, but inflict poison for 5 seconds.
Razor-Tip bullets: Req 15e, 3s cast, 24s reset.
Preparation. For the next 10...30 shots, your dual-pistol and rifle attacks have +5% armor penetration, and inflict bleeding for 4 seconds.
Hollow Shells {E}: Req 10e, 3s cast, 20s reset.
Preparation. For the next 10...30 shots, your dual-pistol and rifle attacks inflict bleeding and deep wound for 5 seconds, and deal +2 damage.
Toss Black Powder: Req 5e, 1s cast, 18s reset.
Skill. Throw Black Powder at target foe. The next time they are struck by fire damage, a dual-pistol attack, or a rifle attack, They and all adjacent foes take 10...60 fire damage. This skill has half the normal range.
Fractured Bullets: Req 10e, 2s cast, 24 second reset.
Preparation. For the next 10...20 shots, your dual-pistol and rifle attacks deal 25% less damage, but strike all foes adjacent to your target as well.
Altruistic Artisan {E}: Req 10e, 45s reset.
Skill. For the next 10...30 seconds, every preparation you use effects every member of your party, and any Munitions preparations also enhance dual-pistol and rifle damage by +1...5. If any member already has a different preparation applied to themselves, then they are unaffected. For every member effected, you lose 1 energy.
Finesse: Req 10e, 25s reset.
Stance. All of your preparations recharge 25...65% faster for the next 10...20 seconds, but become easily interrupted.

No Attribute Skills:
Last Chance: req 10e, 1 second cast, 45sec reset.
Ranged attack. Fire at target foe, for every 10 hit points you've lost, you deal an additional +2 damage with this attack.

Last edited by Rikimaru; Jul 01, 2006 at 11:45 PM // 23:45.. Reason: Fixed names and balanced skills
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Old Apr 15, 2006, 05:06 PM // 17:06   #2
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it is a very good idea, however the rifle skills need some SERIOUS work, they can't all be condition inflicting. this class might be taken around the 5th or 6th chapter when the technology actually does advance, but right now it can't work into the 3rd or 4th because of the GIANT tech leap, but it is still better than any other gunning classiveseen
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Old Apr 15, 2006, 05:12 PM // 17:12   #3
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I've thought about what you said about the rifles. The Head shot skill is just to give 1 kind of interruption skill like the Pistols, Gut Shot actually is technically damage, since it reduces their maximum health, and Knee Shot is just t omake it harder for a single melee character to reach you. Also, Pierce Heart is pure damage.
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Old Apr 15, 2006, 05:23 PM // 17:23   #4
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By passing the debat about guns (which I think is something A.net Can make it fit if needed to be), I think its a good one. The Style of it would just be totally Awsome ( Granado Espada ?).

However, I am still seeing here just another Marksman Ranger in differnt skin. Need some additional differences.
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Old Apr 15, 2006, 05:25 PM // 17:25   #5
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i dont like guns in a magic based world...HOWEVER.....if you can ame them magic-based and not gunpowder based, i wouldnt mind...

*would also fix super nerd0's technology tree problem*
i remember the trouble that the gun using hippo race caused in spelljammer...ooh..nasty....although as a race, they were not that bad, it was the gunpowder and guns that caused the problem...
if some kind of magical power source and bullet system were implemented rather than standard gunpowder, it would work a lot better....

what about using the huge Charr-Crystal as the powersource?
i mean, even after 2 years, those hunka-junka are *STILL* throwing electrical lightning bolts out in the field near Sardelac
that must mean they are getting power from somewhere....
say...they are magicaly conductive.....they are Mana-battery type crystal....any time anyone nearby casts any kind of spell, it collects some kind of magical charge from the ether (air) and stores it, hence the discharge and sparks we see alll the time....(dratted Grawls and their ullodites....if they didnt cast spells all the time, we could make the area warrior only and cleat the lightning out hehe)
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Old Apr 15, 2006, 05:36 PM // 17:36   #6
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Quote:
Originally Posted by Rayea
i dont like guns in a magic based world...HOWEVER.....if you can ame them magic-based and not gunpowder based, i wouldnt mind...

*would also fix super nerd0's technology tree problem*
i remember the trouble that the gun using hippo race caused in spelljammer...ooh..nasty....although as a race, they were not that bad, it was the gunpowder and guns that caused the problem...
if some kind of magical power source and bullet system were implemented rather than standard gunpowder, it would work a lot better....

what about using the huge Charr-Crystal as the powersource?
i mean, even after 2 years, those hunka-junka are *STILL* throwing electrical lightning bolts out in the field near Sardelac
that must mean they are getting power from somewhere....
say...they are magicaly conductive.....they are Mana-battery type crystal....any time anyone nearby casts any kind of spell, it collects some kind of magical charge from the ether (air) and stores it, hence the discharge and sparks we see alll the time....(dratted Grawls and their ullodites....if they didnt cast spells all the time, we could make the area warrior only and cleat the lightning out hehe)
Uh.. how about magical gun powder? Same as the Keg...

Crystal power gun.... you would get Laser gun!

(anyhow.. hope gun won't become a heated debat of topic here.. already a few thread on that...)
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Old Apr 15, 2006, 05:43 PM // 17:43   #7
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yeah, but i guess its the fact that once you add a gun to a gem, if realy kinda goes from a magic setting to a fps in some ways...
(when handled badly.....so long as it is stressed that its MAGIC powered, rather than TECH powered, its not so bad....but then..how long befor we get peeps asking for BFG and magical rocket launchers once we get guns....?)
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Old Apr 15, 2006, 05:47 PM // 17:47   #8
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I've played other MMORPG fantasy-style games that had guns. The thing that prevents them from making it look like a FPS is making the guns look rough and somewhat primitive. It's not like they'd add a desert eagle or something, lol.

Last edited by Rikimaru; Apr 15, 2006 at 05:50 PM // 17:50..
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Old Apr 15, 2006, 05:48 PM // 17:48   #9
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Personally, I don't like the idea of firearms in a game of this type/age. But the concept of some of the skills could be used on existing professions.

Hmmmm ..... maybe a Holy Handgrenade of Antioch?
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Old Apr 15, 2006, 06:02 PM // 18:02   #10
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You dislike guns because you are being brain wash by CS and Battlefield. You jump to AK-47 and M-16 when think of the guns. I think flaint-lock Pistol or Musket or hand cannon might be a better term.

Historically, blackpower weapon has ben around for long time. GW seem to be around late middle age (with the big castle, cannons, contential sailing ships, exploding catapules), and not something of the Classic Age, so blackpower should be fit in. Many other big name fantasy games (Warcraft, Warhammer, FF) also have guns.

Sigh... its gest to me again.... I will try to stay out of this topic of gun myself.. and focus on topic....
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Old Apr 15, 2006, 06:08 PM // 18:08   #11
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Quote:
Originally Posted by quickmonty
Personally, I don't like the idea of firearms in a game of this type/age. But the concept of some of the skills could be used on existing professions.

Hmmmm ..... maybe a Holy Handgrenade of Antioch?
I trust the casting time for the Holy Hand Grenade will be 3 seconds (no more, no less)?
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Old Apr 15, 2006, 06:09 PM // 18:09   #12
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Quote:
Originally Posted by actionjack
You dislike guns because you are being brain wash by CS and Battlefield. You jump to AK-47 and M-16 when think of the guns. I think flaint-lock Pistol or Musket or hand cannon might be a better term.

Historically, blackpower weapon has ben around for long time. GW seem to be around late middle age (with the big castle, cannons, contential sailing ships, exploding catapules), and not something of the Classic Age, so blackpower should be fit in. Many other big name fantasy games (Warcraft, Warhammer, FF) also have guns.

Sigh... its gest to me again.... I will try to stay out of this topic of gun myself.. and focus on topic....
Hardly brainwashed by games I never played. AK-47, M-16, Mac 10 are not what comes to mind with the OP's suggestion, but six guns and gun duels at dawn from the Old West. I'll rethink the concept of muskets and cannon but think I would rather stay with bows and swords and magic for this game.
If I want guns there are plenty of games that have guns, or I can just take mine down to the local range and shoot some targets.
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Old Apr 15, 2006, 06:17 PM // 18:17   #13
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Quote:
Originally Posted by quickmonty
If I want guns there are plenty of games that have guns
the last thing we need to do is bring in guns if u want guns here u go
http://www.gunzonline.com/

Quote:
Originally Posted by Rikimaru
I've played other MMORPG fantasy-style games that had guns. The thing that prevents them from making it look like a FPS is making the guns look rough and somewhat primitive. It's not like they'd add a desert eagle or something, lol.

so are u calling third person shooters fps's too?

Last edited by Legends Nev R Dye; Apr 15, 2006 at 06:19 PM // 18:19..
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Old Apr 15, 2006, 06:24 PM // 18:24   #14
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Its a very well thought out idea i'll give you that. I can't really see how it would fit in though tbh. Its skills that you described seem to make the ranger pretty useless. Would be the ultimate lurer though. Abuse of things like Spirit Shephards could be amusing to see.

Silver Bullets is a damn good idea though

Reminds me of Irvine from FFVIII, could just see 1 of his elites been Quick Shot, hehe.
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Old Apr 15, 2006, 06:24 PM // 18:24   #15
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I have another skill!

Dual Pistol Skill
Pistol Whip: Adren-6
Target Foe is struck for 5-20dmg, if target is casting, interrupted and dazed.
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Old Apr 15, 2006, 06:34 PM // 18:34   #16
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Quote:
Originally Posted by Evilsod
Its a very well thought out idea i'll give you that. I can't really see how it would fit in though tbh. Its skills that you described seem to make the ranger pretty useless. Would be the ultimate lurer though. Abuse of things like Spirit Shephards could be amusing to see.

Silver Bullets is a damn good idea though

Reminds me of Irvine from FFVIII, could just see 1 of his elites been Quick Shot, hehe.
Not only would many of these skills such as the stances actually work with a bow, but Rangers never were really pure damage dealers, as this one is meant to be. rangers that use marksmanship are more of interruptors, and crazy good at it.
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Old Apr 15, 2006, 06:48 PM // 18:48   #17
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You'd have to reduce the damage the skills inflicted extra though really, bow attacks aren't all that deadly and can be easily evaded if your paying attention. So if you were firing, couldn't be dodged as its instant and could also interrupt, there would be no need for rangers.\

Demon Eye might be going a bit too far with 75%. Imagine Judges Insight with that. It'd become the new spiking skill, 95% armour penetration + an attack with 15% penetration. 110% penetration, looking good
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Old Apr 15, 2006, 06:55 PM // 18:55   #18
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Quote:
Originally Posted by Evilsod
You'd have to reduce the damage the skills inflicted extra though really, bow attacks aren't all that deadly and can be easily evaded if your paying attention. So if you were firing, couldn't be dodged as its instant and could also interrupt, there would be no need for rangers.\

Demon Eye might be going a bit too far with 75%. Imagine Judges Insight with that. It'd become the new spiking skill, 95% armour penetration + an attack with 15% penetration. 110% penetration, looking good
While the gun should probably be faster than the bow with the air-time, I didnt plan on them moving much faster, maybe 1.5x as fast.
Also, the way I tried to balance Demon Eye was by making it only effect them 50% of the time at most, maybe I could reduce that percentage a little more.
-Edit- Okay, I've also weakened their ability to interrupt a little by weakening Viper Shot, and Head shot is already not an entirely powerful one, since you only get the great effects from it if it interrupts a skill, and it's done with a slow weapon.
I never planned on having them be good interruptors, only as good as an axe warrior at most.

Last edited by Rikimaru; Apr 15, 2006 at 06:59 PM // 18:59..
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Old Apr 15, 2006, 07:01 PM // 19:01   #19
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Hehe, i suppose by the time it'd actually get implemented they'd of done several PvP weekends/events etc to balance things.

Thing is i'm seeing a new age of 'Devil May Cry' wannabes. Gunslinger/Warrior (Warrior/Gunslinger) using a sword and dual pistols. Would be amusing to begin with of course.
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Old Apr 15, 2006, 09:23 PM // 21:23   #20
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I dont see guns fitting in this game. Like someone else said when I think of guns in this I think of the Old West showdowns or Revolutionary War times.
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