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Old May 27, 2006, 03:59 AM // 03:59   #1
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Default New Profession: Armifer

New Mechanics
Similiar to a warrior. Armifers are masters of warfare. They are proficient in smithing and capable of wielding single handed blunt weapons and massive two handed weapons.

New Casting
Forging - Can only be performed by Armifers, works just like a preperation.

New Conditions

Rust - Suffer a 15% speed reduction and take 50% longer to cast signets until repaired. (Cannot be cured by non-elite monk spells)

Knocked Out - Become immobile.

Off Balance - Any melee attacks against you have a 50% chance of knocking you down.

Name
Armifer means bearer of arms in latin.

Attributes

Primary
Smithery - For every point into smithery your armor level is increased by 2 and the over all effectiveness of Smithery skills will increase. Description: To make up for the Amifer's lack of healing and light armor, and to give them the ability to support team mates.

Secondary
Blunt Mastery - For every point into Blunt Mastery, the damage dealt and the over all effectiveness of Blunt Mastery skills will increase. Description: Maces, Morning Stars, and one handed Hammers. Description: One handed hammers, maces, morning stars...

Two-Handed Mastery - For every point into Two-Handed Mastery the damage dealt and the over all effectiveness of Two-Handed Axe Mastery skills will increase. Description: Giant double bladed axes etc etc... Bastard Swords, Claymores..

Vigor - For every point into Vigor, the potential achieved by the shield you wield will be closer to being reached and over all effectiveness of vigor skills will increase. Also your chance to parry melee attacks while wielding a two handed weapon goes up by 1% for every point into Vigor. Description: So they can use shields with a single-handed blunt weapon and as a weapon in itself. Shields will now have a chance of requiring vigor opposed to strength or tactics. Also gives Two handed weapons a simple defense.

Statistics
Health: 480
Energy: 20
Energy Pips: 2

Melee Damage/Support

Equipment(Sample)
Wanderer's hood: 65 AL + 10 vs Physical Attacks +1 Vigor
Cross Helm: 65 AL + 10 vs Physical Attacks +1 Blunt Mastery
Beserker's Tattoo: 65 AL + 10 vs Physical Attacks +1 Two-Handed Mastery
Smith's Piercings: 65 AL + 10 vs Physical Attacks +1 Smithery
Adventurer's Hood: 60 AL + 20 vs Physical/Elemantal Attacks + 1 Vigor
Dwarven Helm: 75 AL + 15 AL vs Physical Attacks (60 Armor if determination less then 13) +1 Smithery
Smith's Cap: 65 AL + 10 vs Physical Attacks +1 Smithery

Adventurer's Cloak: 60 AL + 20 vs Physical/Elemantal Attacks, shortens burning duration on you by 33%
Adventurer's Gloves: 60 AL + 20 vs Physical/Elemantal Attacks, shortens disease duration on you by 33%
Adventurer's Leggings: 60 AL + 20 vs Physical/Elemantal Attacks
Adventurer's Boots: 60 AL + 20 vs Physical/Elemantal Attacks

Dwarven Breastplate: 75 AL + 15 AL vs Physical Attacks (60 Armor if smithery less then 13)
Dwarven Gauntlets: 75 AL + 15 AL vs Physical Attacks (60 Armor if smithery less then 13)
Dwarven Leggings: 75 AL + 15 AL vs Physical Attacks (60 Armor if smithery less then 13)
Dwarven Greaves: 75 AL + 15 AL vs Physical Attacks (60 Armor if smithery less then 13)

Smith's Tunic: 65 AL + 10 vs Physical Attacks, shortens broken armor duration on you by 33%
Smith's Gloves: 65 AL + 10 vs Physical Attacks, shortens rust duration on you by 33%
Smith's Leggings: 65 AL + 10 vs Physical Attacks
Smith's Boots: 65 AL + 10 vs Physical Attacks

Smashing Flanged Mace of Fortitude
Blunt Dmg: 10-20 (req. 8 Blunt Mastery)
Damage +15% (while health is above 50%)
Lengthens Weakness duration on foes by 33%
Health +30
(Attack Rate of 1.55)

Crippling Claymore of Fortitude
Slashing Dmg: 16-32 (req. 8 Two-Handed Mastery)
Damage +15% (while enchanted%)
Lengthens cripple duration on foes by 33%
Health +30
(Attack Rate of 1.95)

Cruel Double-Bladed Axe of Enchanting
Slashing Dmg: 9-41 (req. 8 Two-Handed Mastery)
Damage +15% (while health is above 50%)
Lengthens Deep wound duration on foes by 33%
Enchantments last 20% longer
(Attack Rate of 2.05)

Appearance

More or so the size of the Ranger, not as meaty as a warrior.
http://www.ephemeral.fr/images/artwo...ig/warrior.jpg

Skills

Smithery:
Steel Skin: 10, 30 Recharge
Stance. For 5...16 seconds you gain 13....32 armor but cannot parry and attack 25% slower.

Master of Arms: 15, 30
Stance. For 3....18 seconds your chance to parry melee attacks is increased by 2...9%

Repair: 5, 10
Skill. Repair target ally's armor curing them of broken armor or rust.

{Elite} Mithril Forge: 10, 4, 45
Forging Skill. All allies within your area gain +10....65 armor for 8...27 seconds.

Hardened Shield: 10, 2, 30
Forging Skill. Target ally gains a 45% chance to block and +5...18 armor for 7....24 seconds.

Spiked Gaurds: 5, 2,30
Forging Skill. When ever target ally is struck in melee the attack suffers from bleeding for 1...4 seconds for 7....24 seconds.

Impregnable Steel: 10, 3, 30
Forging Skill. If target ally were to suffer bleeding, deep wound, poison, weakness, or daze due to a melee attack from a foe target ally does not suffer from it. This skill lasts for 1...12 seconds.

Blunt Mastery(Note: Some taken from Cleric concept)
Concentrated Blow: 5 Adrenaline
Blunt Attack. If this attack hits, you strike for +3..10 damage and that foe suffers from weakness for 4...13 seconds.

Shield Crack: 10 Adrenaline
Blunt Attack. If this attack hits, you strike for +8...40 damage. If foe is wielding a shield that foe is knocked down and suffers -16 Armor for 7..19 seconds.

{Elite} Headache: 5, 20 Recharge
Elite Blunt attack. If this attack hits an attacking foe, your target suffers a 25% chance of missing while attacking for 8...18 seconds and takes an additional 2 seconds to use signets.

Crushing Blow: 5, 10 Recharge
Blunt Attack. Strike for +5...20 damage, if target foe is suffering from weakness target foe is knocked down.

Head Bash: 5, 20 Recharge
Blunt Attack. Strike knocked down target foe causing Dazed, Bleeding, or Deep Wound for 15 seconds. (Only may be used while in a stance)

Break Defense: 8 Adrenaline
Blunt Attack. Strike target foe for +1....10 damage causing them to have -20 armor for 1....10 seconds.

Two-Handed Mastery:
Reckless Anger: 8 Adreline
Stance. Attack 33% faster for 2...11 seconds, afterwards become off balanced for 12....4 seconds.

{Elite} Swing of the Reaper: 5, 30
Attack skill. Strike all foes within the front half of your radius for +10...40 damage and knock them down for 1...3 seconds.

Weapon Volley: 5, 30
Skill. Spin and hurl your weapon at target foe knocking him down for 3 seconds. You are disabled from attacking with that weapon for 12...3 seconds

Wild Swing: 5, 30
Attack Skill. Strike target foe causing weakness for 3...15 seconds and suffer from weakness for 7...3 seconds.

Steady Pace: 8 Adreline, 20
Stance. Attack 33% slower for 9....4 seconds then attack 33% faster for 2....11 seconds.

Steel Wind: 10 Adreline
Attack Skill. Attack all adjacent foes for +15...42 damage.

{Elite} Penetrate Defense: 8 Adreline
Attack Skill. If target foe has 70 armor or less you interrupt their action striking for +5...20 damage and cause bleeding and deep wound for 3...15 seconds.

Master of Melee: 8 Adreline
Stance. For 3....16 seconds every parry you make will make you gain 1 strike of adreline.

Hilt Bash: 6 Adreline
Skill. Interrupt Target foe's action if target foe is in a stance you become off balanced for 8....4 seconds.

Crush: 4 Adreline
Attack skill. Take 100%....50% longer to swing, this attack knocks down target foe.

Warding Blade: 10 Energy, 30
Skill. Block the next magical projectile (includes wand and staff attacks) against you.

{Elite}Lunging Strike: 12 Adreline
Attack skill. Leap 3..8 feet towards target foe attacking target with an over head attack for +15...50 damage and causing knocked out.

Impale: 8 Adreline
Attack Skill. If target foe is knocked down you strike for +10....35 damage and cause bleeding and deep wound for 2....9 seconds while perfoming this skill you are easily interrupted.

Calf Hack: 6 Adreline
Attack Skill. If target foe is suffering from weakness cripple target foe for 5...15 seconds.

Vigor(Note: Some taken from Cleric concept)
Defender: 5, 2, 30 Recharge
Stance. Become immobile for 5....28 seconds during this time you have +5....45 armor.

Counter Block: 6 Adrenaline 20 Recharge
Skill. Next attack against you is blocked and the attacker is knocked down. (Must have shield equiped)

Lead: 10, 30 Recharge
Skill. Run in a straight line 33% faster for 1....8 seconds. During this time you have +5...60 armor.

Shield Hurl: 5, 8 Recharge
Shield Attack. Volley your shield at target foe causing 5....30 damage, during this time you do not have the shields armor bonus. If target foe is within 60 centimeters of you and you activate shield hurl on that target, you are knocked down. (Must have shield equiped)

Scatter!: 15, 30 Recharge
Shout. All foes in your radius suffer weakness and 33% slower attack speed if they do not stay in movement for 2....11 seconds.

Vengeance: 10, 1, 30
Stance. If target foe is attacking any of your allies, every blow you strike against that foe will heal you for 2...12 health. This skill lasts for 3....15 seconds.

Curing Signet: 1, 12
Signet. Heal yourself for 35....115 health.

Last edited by Nevin; May 28, 2006 at 06:56 AM // 06:56..
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Old May 27, 2006, 04:16 AM // 04:16   #2
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Wow. This is a GREAT class idea. Everything seems to be very well thought out and nothing seems imbalanced. There are only two problems that I see. The Determination attributes armor bonus needs to be raised a tad, like well since it's 1 per level, just double it or for every 3 points, you get an extra 1. Also, the axe volley definitely needs to be changed. Having your weapon actually on the ground can leave for some nasty things to happen, like if you get err 7 or someone in your group zones, or if it get cut off (like if a gate closes between you and your weapon). I suggest that it be changed that it's disabled for X number of seconds. That way, if something happens, you won't loose your weapon. Other than those two things, *big thumbs up* & *round of applause*.

Last edited by Riplox; May 27, 2006 at 04:22 AM // 04:22..
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Old May 27, 2006, 04:50 AM // 04:50   #3
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Nevin strikes again. Overall, Very Nice. Lots good skills here and there (thought some does look familar....). While some might call it a Warrior clone, in after thinking, it would become appearent that such thing is fine, since while it function very similar, you cann't really add those things onto a warrior. So to satisfy the love of 2hand goodness, I think such class build is fine.

I am not sure need to add the parry bonus to the Determination. Could just add a stance skill in there with similar effect. While I say it is fine with being a 2nd warrior, would still be nice to see it being a bit more unique... such as the effect and applied conditions of the skills not be as same as that of a Warrior. The 2hand axe and 2hand sword attribute can even be combined into one (since they are both slash weapons...) And should give the primary something more differnt, to make it stand out even more.
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Old May 27, 2006, 05:06 PM // 17:06   #4
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Quote:
Originally Posted by actionjack
Nevin strikes again. Overall, Very Nice. Lots good skills here and there (thought some does look familar....). While some might call it a Warrior clone, in after thinking, it would become appearent that such thing is fine, since while it function very similar, you cann't really add those things onto a warrior. So to satisfy the love of 2hand goodness, I think such class build is fine.

I am not sure need to add the parry bonus to the Determination. Could just add a stance skill in there with similar effect. While I say it is fine with being a 2nd warrior, would still be nice to see it being a bit more unique... such as the effect and applied conditions of the skills not be as same as that of a Warrior. The 2hand axe and 2hand sword attribute can even be combined into one (since they are both slash weapons...) And should give the primary something more differnt, to make it stand out even more.
Thanks, and yeah it did need something unique. So I fixed it up.
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Old May 27, 2006, 05:43 PM // 17:43   #5
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...Shields will now have a chance of requiring shield mastery...
You might want to change that line or change Vigor back to Shield Mastery cause Vigor has nothing to do with parrying and shield usage

Also

Smithery - For every point into determination your armor level is increased by 2....

Reckless Anger needs to have its adrenalin requirement reduced. I don't know about you, but by the time I get to 10-12 adrenalin from attacking an average -sized, equal level mob for the group I'm in, most of the creatures are already dead, and the use of this skill is kind of superfluous at that point. Make it 8 and I think that should be fine.

And one more thing, Axe Volley again, just have it say "You are disabled from attacking with that weapon for 12...3 seconds. I along with many other people frequently carry more than one weapon on me and I switch them in battle to take advantage of the situation. To make a melee character relatively useless for that amount of time isn't really the smartest thing to do, especially when the pressure is on.

I think that's all I'm going to nitpick on and overall, I think this class is fantastic.
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Old May 27, 2006, 05:44 PM // 17:44   #6
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Vigor is really just another form of tactics, but thanks for the criticism.

http://www.thefreedictionary.com/vigor
Physical - Strength to parry/carry shield
Mental - Shouts
Energy - Stances
Force - Attack skills

I think it fits quite nicely.

Last edited by Nevin; May 27, 2006 at 05:49 PM // 17:49..
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Old May 27, 2006, 05:52 PM // 17:52   #7
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This is too much like a warrior. The conditions u made up r pretty dumb (one's alrdy a skill, another just a combo of two existing conditions). Its kind of weird to have an attribute for types of weapons (ie. blunt, two-handed) rather than for a specific kind of weapon (axe, hammer).
Also, i didnt read them all, but many of ur skills r either slightly modded versions of existing skills or just way too un-guild-wars-like(some of these include lead, shield hurl, unforgiving) U might wanna change the name cuz no1knows what an armifer is

Im sorry, I just felt like flaming , but seriously though, most of the things i said are true.
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Old May 27, 2006, 06:46 PM // 18:46   #8
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Quote:
Originally Posted by master_of_puppets
This is too much like a warrior. The conditions u made up r pretty dumb (one's alrdy a skill, another just a combo of two existing conditions). Its kind of weird to have an attribute for types of weapons (ie. blunt, two-handed) rather than for a specific kind of weapon (axe, hammer).
Also, i didnt read them all, but many of ur skills r either slightly modded versions of existing skills or just way too un-guild-wars-like(some of these include lead, shield hurl, unforgiving) U might wanna change the name cuz no1knows what an armifer is

Im sorry, I just felt like flaming , but seriously though, most of the things i said are true.
You didn't understand the beginning point then... Warriors would be over crowded with more attributes so a new profession is required. Also "dumb" is not effective critism, elaborate more. Also, I'm confused: What conidition makes you immobile? Your point is invalid. For the love of god we're on a forum, please no netspeak.
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Old May 27, 2006, 10:03 PM // 22:03   #9
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oh, your mytril forge skill is awesome.

Some suggestions^^:

Quote:
Impregnable Steel: 10, 3, 30
Forging Skill. If target ally were to suffer bleeding, deep wound, poison, weakness, or daze due to a melee attack from a foe target ally does not suffer from it for 1...12 seconds.
OK, this skill is a little confusing, how about:

"Forging skill. If target ally is suffering from one of the following conditions (bleeding, weakness, poison, daze or deep wound due) to a melee attack skill. When that condition ends, target ally gains immunity to it for 6...12 seconds."

or

"Forging Skill. For 6...12 Seconds, the next time target ally were to suffer from one of the following conditions (deep wound, dazed, poison, bleeding, weakness) due to a melee attack skill, that condition is negated and target ally gains immunity to that condition for 6...12 seconds."
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Old May 27, 2006, 10:41 PM // 22:41   #10
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Quote:
Originally Posted by Terra Xin
oh, your mytril forge skill is awesome.

Some suggestions^^:



OK, this skill is a little confusing, how about:

"Forging skill. If target ally is suffering from one of the following conditions (bleeding, weakness, poison, daze or deep wound due) to a melee attack skill. When that condition ends, target ally gains immunity to it for 6...12 seconds."

or

"Forging Skill. For 6...12 Seconds, the next time target ally were to suffer from one of the following conditions (deep wound, dazed, poison, bleeding, weakness) due to a melee attack skill, that condition is negated and target ally gains immunity to that condition for 6...12 seconds."
The skill itself LASTS for 6....12 seconds. I updated it to make it more clear.
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Old May 27, 2006, 10:42 PM // 22:42   #11
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Quote:
Originally Posted by Nevin
You didn't understand the beginning point then... Warriors would be over crowded with more attributes so a new profession is required. Also "dumb" is not effective critism, elaborate more. Also, I'm confused: What conidition makes you immobile? Your point is invalid. For the love of god we're on a forum, please no netspeak.
"Warriors would be over crowded with more attributes so a new profession is required." Sry, i dont get what u mean by that.

By saying the conditions u made up r dumb, i meant that they're the type of conditions that anet would never add to the game (and for a good reason too)

Knocked down makes u immobile though its not really a condition and ur "knocked out" condition is dazed + weakness + being immobile. A condition that is 3 conditions in one?

If u can understand the "netspeak" then whats the problem?
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Old May 28, 2006, 12:40 AM // 00:40   #12
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Quote:
Originally Posted by master_of_puppets
"Warriors would be over crowded with more attributes so a new profession is required." Sry, i dont get what u mean by that.

By saying the conditions u made up r dumb, i meant that they're the type of conditions that anet would never add to the game (and for a good reason too)

Knocked down makes u immobile though its not really a condition and ur "knocked out" condition is dazed + weakness + being immobile. A condition that is 3 conditions in one?

If u can understand the "netspeak" then whats the problem?
"Warrior over crowded". This is base around the idea that many people think "wielding a Two-hand sword or axe would be cool". So where would you add such a thing? If given to Warrior, their would have more attribute than its needed. Same apply to Mace and additional Shield skills. Thus a possible Warrior-Alternative would be feastible for place holder for those new weapon skills. So its not a class that try to be differ from a Warrior, but one that is split from a Warrior.

I cann't really comment on the balance of skill... becuase I didn't really read them in detail.... But if the general concept is accepted, than rest can be balance out easily.
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Old May 28, 2006, 12:55 AM // 00:55   #13
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damnit,.... I always do that.... sorry^^

Off balance seems like a good idea. I like the way you've added the stance condition as a downside, I think this would be the first skill i've seen that has that effect.

Rust and Broken... I dunno, that's a completely new concept of conditions. It would have to be introduced across all professions otherwise the Armifer would have a unique advantage.

Actually it would be nice to see how you would inflict a rusted effect on a person. I can only think of oxidation.... or water...

Another flaw is broken armour... ok... so there is a 'slight' realistic chance you can recover from poison or deep-wound. But if your armour is broken.... well, that's it for you. So maybe something like "dented" or something that would cause the armour to bulk up or shift in unwanted areas....

So say for example you make an uppercut move with your weapon, and it skims your target, but in doing so, you're forcing the armour to go up, thereby revealing a weak spot. Maybe something like that?
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Old May 28, 2006, 02:34 AM // 02:34   #14
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Quote:
Originally Posted by actionjack
"Warrior over crowded". This is base around the idea that many people think "wielding a Two-hand sword or axe would be cool". So where would you add such a thing? If given to Warrior, their would have more attribute than its needed. Same apply to Mace and additional Shield skills. Thus a possible Warrior-Alternative would be feastible for place holder for those new weapon skills. So its not a class that try to be differ from a Warrior, but one that is split from a Warrior.

I cann't really comment on the balance of skill... becuase I didn't really read them in detail.... But if the general concept is accepted, than rest can be balance out easily.
Hm.. I've never seen ppl talking about that. If they want a two-handed weapon, why cant they just switch to a hammer. Two-handed swords/axes dont need to be made. Im not 100% sure, but I think there are no one-handed hammers or two-handed swords/axes. And even if there were, there wouldnt be a need of making new attributes, wouldnt matter if ur weilding a two-handed axe or one-handed axe, its still an axe, ur either going for more dmg (two-handed) or more armor (one-handed + shield), both types would still use the same attribute, axe mastery. Therefore
Quote:
Originally Posted by Nevin
Your point is invalid
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Old May 28, 2006, 04:07 AM // 04:07   #15
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Can you say Hammer Warrior?
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Old May 28, 2006, 06:55 AM // 06:55   #16
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Quote:
Originally Posted by master_of_puppets
Hm.. I've never seen ppl talking about that. If they want a two-handed weapon, why cant they just switch to a hammer. Two-handed swords/axes dont need to be made. Im not 100% sure, but I think there are no one-handed hammers or two-handed swords/axes. And even if there were, there wouldnt be a need of making new attributes, wouldnt matter if ur weilding a two-handed axe or one-handed axe, its still an axe, ur either going for more dmg (two-handed) or more armor (one-handed + shield), both types would still use the same attribute, axe mastery. Therefore
A vast majority of people in this forum would disagree with you.. if there were to be a poll I'm sure 80%+ would want two-handed swords/axes

Quote:
Originally Posted by TheOneAndOnlyX
Can you say Hammer Warrior?
Can you say pointless post?, Please elaborate.

Last edited by Nevin; May 28, 2006 at 07:00 AM // 07:00..
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Old May 28, 2006, 07:20 AM // 07:20   #17
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Basicly hes suggesting you just use the already existing hammer. But that's not the point of this class now is it?
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Old May 28, 2006, 02:21 PM // 14:21   #18
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Quote:
Originally Posted by Nevin
A vast majority of people in this forum would disagree with you.. if there were to be a poll I'm sure 80%+ would want two-handed swords/axes
How do you know? Are u the vast majority of people in this forum? OK, U might be right about people wanting that added to the game (even though its pointless) but people will say yes to any suggestion to add something, even something as irrelevant as the option to choose ur characters eye color (seriously, read some other threads in this forum). If its something being added to the game, not taken away, it can only be good. Thats the mentality of most people in this forum anyway. And i dont care if people want it or not. OK, Lets say they DO add two-handed axes/swords etc. to the game. Actionjack's point about the need of more attributes to the warrior is "invalid" and i already explained why.

And besides, theres already three fairly different weapons that the warrior can use. Most people that do want the two-handed swords probably want them cause they'd look cool or something. Warriors are already good enough, no need to make them even better by giving them more options.
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Old May 28, 2006, 02:34 PM // 14:34   #19
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Quote:
Originally Posted by Nevin
A vast majority of people in this forum would disagree with you.. if there were to be a poll I'm sure 80%+ would want two-handed swords/axes
*clears throat*

"Would you like one of the new professions in Chapter X to be a duplicate of the Warrior, with one-handed blunt weapons and two-handed slashing weapons, knowing that this profession may well be taking the place of a more original class, and if not will nevertheless be taking manpower that could be used to fix (insert personal gripe here)?"

It's all a matter of context .

Restrictive weapon choices are one of the first things I noticed myself, but I believe ArenaNet had their reasons - namely, avoiding having a million different attribute lines (yes, I exaggerate) on the Warrior while having each attribute line be focussed enough to be interesting and balanced. That said, it might actually be possible to add two-handed axes and continue using the Axe Mastery line, possibly with additions to damage from skills increased to compensate for using a two-handed weapon... but on the other hand, do we really want Eviscerate doing even more damage? Essentially, instead of trying to pick out every single weapon that ever existed, it seems that ANet has essentially picked out three basic styles of heavy melee combat - the relative finesse of the sword, the brute strength of the hammer, and the axe in the middle ground.

Asking if people want more options is an easy way to get a positive response - but it gets a little murkier when you remember that more of X is likely to mean less of Y. While more weapon choice in melee would certainly be nice to see, I think most people would rather see a profession that offers a different style of fighting (polearms, say) or even an interesting new caster profession than a profession that's main purpose is to fill in the gaps in the weapons available to the Warrior.
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Old May 28, 2006, 09:01 PM // 21:01   #20
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Quote:
Originally Posted by master_of_puppets
How do you know? Are u the vast majority of people in this forum? OK, U might be right about people wanting that added to the game (even though its pointless) but people will say yes to any suggestion to add something, even something as irrelevant as the option to choose ur characters eye color (seriously, read some other threads in this forum). If its something being added to the game, not taken away, it can only be good. Thats the mentality of most people in this forum anyway. And i dont care if people want it or not. OK, Lets say they DO add two-handed axes/swords etc. to the game. Actionjack's point about the need of more attributes to the warrior is "invalid" and i already explained why.

And besides, theres already three fairly different weapons that the warrior can use. Most people that do want the two-handed swords probably want them cause they'd look cool or something. Warriors are already good enough, no need to make them even better by giving them more options.
I cann't say vast majority, since I don't have any numbers or ratios, but there were few post in various suggestion fourm asking for Two-hand weapon. Its more or less the "cool" factor that some people like to see their character wielding a massive sword or axe (to compensate for something?)

Two hand sword or axe, in theory, should not be fit into the exisiting sword or axe mastery attribute of Warrior. It has to do with some issue of skill balance, its attack damage and attack speed, adralin gain, etc. Yes, there could be a way, if necessary, it have them in there, but I still would perfer to see them on a seperate class.

Quote:
Warriors are already good enough, no need to make them even better by giving them more options.
I think that is a subjective opinion.

Having a clone class, while not encourage, still have its place. I would rather see the dev work on something more unique as well, but overall, just in reviewing this concept class, I won't call it bad or unbalance (in overall of things, and not specifics).
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