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Old Nov 08, 2005, 11:11 PM // 23:11   #61
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This should be a branch of warrior. All new class ideas should just be branches of already made classes. Like fencer, brawler, strategist as branches of warrior.
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Old Nov 08, 2005, 11:12 PM // 23:12   #62
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This should be a branch of warrior. All new class ideas should just be branches of already made classes. Like fencer, brawler, strategist as branches of warrior.
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Old Nov 09, 2005, 01:57 AM // 01:57   #63
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Quote:
Originally Posted by aeronox
i had another thought today, which is quite weird since i rarely think about GW in everyday life... perhaps there can be a skill that is continuous, meaning that while you are casting it, and it has no cast time (go figure - a stance with undefined duration), your party or nearby allies will benefit. i'm thinking something like.. battle meditation... or trance. i don't know if this would be exciting or even possible given the system... the idea of a trance is to be focused on one thing. maybe stances that increase your potency over time?
Like a maintained enchantment of a sort, but while it's up, you're basically a sitting duck; you can't move or attack. I'm not sure how the details would work out, or exactly what it would be called, but you could have one for increased damage, increased armor, an extra pip of energy regen, maybe an elite with increased damage and armor. It's something that would be hard to balance though; making it good enough to be useful, but not powerful enough to make an entire build around.


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i don't know, but to utilise time and space would be the strategist's specialisation. alot of other skills rely on position to work - AoE etc - why not skills that affect positions too? the closest thing at the moment is Necrotic Traversal / the other necro one, similar, and that is very limited.
I was thinking a skill that would arrange your party with the warriors in front and the casters in back, but i don't think i like the idea of moving your party around against their will, since they may have a reason to be up front (touch skills). Even a skill that moves allies with <50% hp wouldn't work, maybe it's a mesmer with illusion of weakness, or a necro trying to plague tough off some poison. Likewise, I don't like the idea of being able to pull another team out of position.

The best I could think of would be skills that depend on a certain party position, like the one that would let an ally benefit from your shield, or possibly a skill that increases the area of effect on AoE spells. This really is an interesting class idea, though. Creates a lot of discussion.
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Old Nov 09, 2005, 02:05 AM // 02:05   #64
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Wow, my thread has been resurrected from the depths and is generating some nice discussion, I'm glad. Nothing further to add at this time :P I'll think about it some more now that there's been some input
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Old Mar 07, 2006, 01:47 AM // 01:47   #65
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i love this
way to think outside of the box!
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Old Mar 07, 2006, 05:33 AM // 05:33   #66
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you say he has 2 pips of energy regen, then you say he has 3 pips, then he gains another pip from x primary attribute.

...

so which is it?
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Old Mar 07, 2006, 06:10 AM // 06:10   #67
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I had a suggestion basically along the same lines before the tactics line was put together--this was before we had full skill list and I was in test, old Guild Hall forum before they switched servers. Basically I called it a "Soldier", but it was really a utility melee class. I gave it a Tactics line, a sword line (I always though there should be multiple sword lines) and a Spear line. Basically it would be heavy on crowd control and area control instead of pure damage, with some strong group effecting shouts (Charge, Shields up type thing). Smash a warrior range, monk type support and ranger style energy management/play style together and you have my Soldier. A "white" character since GW seems to have a MTG approach to skill design.

Basically your profession suggestion and mine (and many other along this line between) are addressing the need/desire for more melee options for utility type players. Assassins are really the opposite of the my soldier, which is great but not addressing the same thing. Considering Anet will want another melee class given their popularity and the fact that top suggestions are currently 2 for 2 (Rogue/ninjas and Shamans have seen extraordinary attention in theses types of threads), I'm guessing that some sort of utility melee is already in the works.
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Old Mar 07, 2006, 06:20 PM // 18:20   #68
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I love this idea The Strategist will definitely add another dimension to the game, and give shouts more playability; much like the Ritualist will breath new life into spirits (pun intended).

I'm not gonna bother with balancing issues (that should be left to the pros); I think each skill can be balanced to work within the game, even the stealth skills.

I'm more interested in counters. The Strategist is basically built around shouts, and so far there is no real counter to shouts IIRC.

To do that, each class would have to have new skills to counter the strategist. I'd like to try my hand at a few since I'm enjoying this concept so much

A suggestion:

Depending on the area of effect; shouts with larger AOF should have a casting period, think of it as drawing your breath before you let out a really loud shout. Shouts like "charge!" that only have a small area of affect are "instant cast". This will give an opportunity for shouts to be interrupted…

First: The Conditions:

Croak (condition): shouts radius is reduced by X%; when a player has "croak" on him, the AOF of his shouts is reduced.

Tongue Twisted (condition): Shout has random effect (it can activate certain emotes to all party members like dance, beg, etc). When a player has "Tongue Twisted" on him, his shouts become jumbled; so e.g. rather than shout "Hold!" he'll shout "beg!" and all players will do the /beg emote. It'll disable the shouter, plus will have a funny effect…

And now, the Skills

Mesmer:

Mumble:
Domination Magic: Hex Spell: For X seconds target foe shouts are disabled, when ends enemy will suffer from croak (condition)

Tongue Twist:
Inspiration Magic: Hex Spell: target foe is interrupted if shouting (assuming certain shouts have a cast period), and all foes adjacent to target become tongue twisted for X seconds (condition)


Backfire (moditication of old skill):
... Shouts give bonus to enemy, and adverse effects on allies. e.g. "Fear Me!" will cause allies to lose energy instead of enemy; "Watch yourself!" will cause enemies to gain armor boost...

Elementalist:

Overwhelming Winds:
Air Magic: Skill (not spell): Disable the shouts of all enemies in area for 3 seconds, causes exhaustion (chance to fail with 4 air magic or less). Enemy can still cast shout, but without any effect, and will lose energy (like "spellbreaker")

Ranger:

Bitter Arrow:
Non-Linked: Bow Skill: If foe is shouting, foe is interrupted, and suffers from croak for X seconds

Deafening Roar:
Beast mastery: Pet Shout: Pet roars, disabling all adjacent foes' shouts for X seconds

Monk:

Tongues:
Smite Magic: Hex Spell: Target foe becomes tongue twisted for X seconds, when ends target foe suffers from croak for X seconds

Necromancer:

Demonic Whispers:
Blood Magic: Hex Spell: Sacrifice X life. Target Foe is possessed with Demon (insert really obscure demon name here), for X seconds random shout is activated; foes within shout AOF suffer from X dark damage each time target foe shouts

Warrior:

Silence!
Unlinked Shout: interrupt shouts of all adjecent foes

Sword Slap
Swordsmanship: Attack: Smack the foe with the flat of your blade, causing no damage. If foe is shouting, foe is interrupted and shout is disabled for X seconds

All in all its an interesting class hehe; and I had fun coming up with these counters

Last edited by menelik_seth; Mar 07, 2006 at 06:41 PM // 18:41..
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Old Apr 22, 2006, 04:13 AM // 04:13   #69
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This is exactly like Rise Of Nations with commanders! You have been playing too much RTS.
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