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Old Nov 16, 2005, 06:49 PM // 18:49   #61
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Just as monks are the bane of necromancers (e.g. Scourge Sacrifice) - the Assassin is the bane of Warriors. They will have skills that reflect this - such as disarm/blinding attacks, etc.

In addition:

Mute: temporarily disables targeted foe's "Shouts." (*cough* IWAY *cough*)

Cone of Silence: like Mute but works over an area.

Last edited by Xue Yi Liang; Nov 16, 2005 at 07:32 PM // 19:32..
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Old Nov 16, 2005, 06:56 PM // 18:56   #62
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Quote:
Originally Posted by Xue Yi Liang
Another pair of skill ideas:

Malicious Doppleganger: Caster temporarily becomes a carbon-copy of the targeted foe with same effective weapons, armor (which can't be un-equipped) and skillbar. Health and energy, however, aren't changed. This skill has a pretty significant initial energy cost and costs 1pip of energy to maintain. As long as it is maintained - the skillbar is replaced with the enemy's skillbar (so the caster "loses" their other skills as long as the enchantment is maintained). This can be used on monsters and other non-humans (bosses?).

For example, this skill can be used in PvP to become a monk (using the opponent's monk as a template) if more healing is needed or become a mesmer, or warrior as the situation requires.

The caster could benefit from energy support and buffering from teammates to maintain the enchantment.

Benevolent Doppleganger
: like Malicious Doppleganger but targets an ally instead.
I like these ideas, but I think they'd be better for a Shapeshifter type class, then Assassin.
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Old Nov 16, 2005, 07:20 PM // 19:20   #63
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Xue Yi Liang, are you from that 3 kingdoms guild? Good ideas in any case. Having a shadow/double of yourself acing as an illusion, maybe coppying all your actions is a very nice one.

The assassin should be all about using skills. Many skills, often (not adrenaline, I think), not attacking all the time with some skills thrown in. So most skills would need to be cheap.

I think assasins should not be tanks (even less than rangers). 60 armour would be plenty. And no heavy stancing. They should not be able to out-tank a war normally. It would be nice if they had parries and counterblows instead. Such as an a skill that would turn the damage done to you to the attacker instead. Some form of invisibility sounds good (from the radar too, and target selector too, of course).

The Assassin, I think should have have powerful quick offensives with a lot of options in terms of inflicted conditions (poison, daze, bleeding, deep wound, blind, maybe even something like 'stun' or 'confuse') and not great on defense. Instead of trying to out-tank a tank, it should be a character running away after a failed attack often, or dissappearing into the shadows. A short range, cripple ignoring very fast run skill might be a good idea for that.

The assassin could also have some special, animated moves (a bit like martial arts), doing weird things with their targets, such as 'spin foe', turning that foe around and causing a delay in whatever he/she was doing. Of a skll that flips positions. Advantages when attacking from behind etc are pretty obvious. Disarm sounds like a nice idea. Skills that interupt the constant cycling of C or Tab targeting and force you to actually look at the map sound good to me. The assassin could also have some sort of concentration skill that would allow for quick offensive bursts.

Easy switches for melee to range (with a throw dagger skill, for example) sound good. Mostly, though, I hope this profession will be a sleek, fast melee-fighter that relies on intelligent melee combinations and not on tanking-bashing only. Maybe that is why I play a ranger/warrrior.
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Old Nov 16, 2005, 07:25 PM // 19:25   #64
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O ya any time I mention "Cloak" its something to do with being "invisible" and being hard to hit kind of things
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Old Nov 16, 2005, 07:33 PM // 19:33   #65
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Nerve Strike: breaks the target warrior's stance and resets adrenalin to zero.
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Old Nov 16, 2005, 07:33 PM // 19:33   #66
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O I just came up with a good idea I have to post it.

Ranged switch
Casting time:3
Energy Cost: 10
You attacks do 20-10% less and you can attack at range (like switch stabing knifes to throwing knifes). Only Assianin related weapons are affected by this. After casting this Ranged Switch is Replaced by Melee Switch.

Melee Switch
Same as Ranged Switch only changes back to melee.

How out of the Box is That
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Old Nov 16, 2005, 07:40 PM // 19:40   #67
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Quote:
Originally Posted by Roza
I think assasins should not be tanks (even less than rangers). 60 armour would be plenty.
I agree with this. I think the assassin should fill the melee-damage ability but with less armor. Someone that runs into battle AFTER the tanks have everyone occupied maybe?

Quote:
Originally Posted by Roza
Some form of invisibility sounds good (from the radar too, and target selector too, of course).
I agree that cloaking from the radar MAY be a good skill to have for an Assassin, as long as it's a VERY short time, 5-10s max at 12 attribute.

However, cloaking from the target selector is pretty much invulnerability. If I can't target you, I can't hit you with anything, spell or weapon, at ALL.

This is the same as the Wurms (Sand, Ice, whatever) that annoy the absolute heck out of me, always popping up, knocking everyone down, attack once or twice, then go back down and you can't do ANYTHING until they pop-up again. I have to say I don't think a player-character should have this ability.

Quote:
Originally Posted by Roza
The Assassin, I think should have have powerful quick offensives with a lot of options in terms of inflicted conditions (poison, daze, bleeding, deep wound, blind, maybe even something like 'stun' or 'confuse') and not great on defense. Instead of trying to out-tank a tank, it should be a character running away after a failed attack often, or dissappearing into the shadows. A short range, cripple ignoring very fast run skill might be a good idea for that.
Yes, a character that attacks once the battle is going. You hit for a large amount maybe but not often? Or you can move in close and hit rapidly for smaller amounts? You can get close then hit for like XX health per second? Almost like a touch-range-degen?
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Old Nov 16, 2005, 07:44 PM // 19:44   #68
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Well, I've posted my thoughts in several other forum threads, I'll repeat myself here.

The Class should be huge in poison, back stabbing, lay/detect/disarm traps, perhaps opening chests without a key, some self healing, faster recovery from blind, bleeding, poison resistance, poor armor, both ranged (via spell) and melee attack (via dual or single swords). When using a single weapon, you gain a shield type bonus due to your ability to use your weapon to block attacks, with dual weapons, you lose the bonus but gain faster attacks. Can blind or incapacitate opponents at range, apply poison to self or team mate's weapons, cure poison, create poisonous traps, heal poison for self or party.

Suggested attribute sections:

Shadow Arts (overall primary attribute skill tree, no inherent skills, more points = boosts other skill sets, especially Apothecary.
Apothecary For better effectiveness of poison application and cures. Boosts self healing as well.
Conjurer Boosts spell effects (ranged attacks similar to stone daggers, fireball, blinding flash, knockdowns, etc)
Weapons More points lowers penalties for dual weapon equipping, faster attack rates, more effective melee attacks, skills associated with this are more effective.
Traps More effective traps, better detection range, greater chance of disarming, etc.

Thus, an assasin can decide to specialize in certain areas, a dual wielding with some attribs in poison, or simply a spell caster for damage, or a traps player. Makes for more variety of builds.

Just some thoughts.
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Old Nov 16, 2005, 07:52 PM // 19:52   #69
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Quote:
Originally Posted by Mimi Miyagi
Well, I've posted my thoughts in several other forum threads, I'll repeat myself here.

The Class should be huge in poison, back stabbing, lay/detect/disarm traps, perhaps opening chests without a key, some self healing, faster recovery from blind, bleeding, poison resistance, poor armor, both ranged (via spell) and melee attack (via dual or single swords). When using a single weapon, you gain a shield type bonus due to your ability to use your weapon to block attacks, with dual weapons, you lose the bonus but gain faster attacks. Can blind or incapacitate opponents at range, apply poison to self or team mate's weapons, cure poison, create poisonous traps, heal poison for self or party.

Suggested attribute sections:

Shadow Arts (overall primary attribute skill tree, no inherent skills, more points = boosts other skill sets, especially Apothecary.
Apothecary For better effectiveness of poison application and cures. Boosts self healing as well.
Conjurer Boosts spell effects (ranged attacks similar to stone daggers, fireball, blinding flash, knockdowns, etc)
Weapons More points lowers penalties for dual weapon equipping, faster attack rates, more effective melee attacks, skills associated with this are more effective.
Traps More effective traps, better detection range, greater chance of disarming, etc.

Thus, an assasin can decide to specialize in certain areas, a dual wielding with some attribs in poison, or simply a spell caster for damage, or a traps player. Makes for more variety of builds.

Just some thoughts.
Some good thoughts if you ask me Nice Ideas
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Old Nov 16, 2005, 07:56 PM // 19:56   #70
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I like your attribute ideas, Mimi.

It's also reasonable to expect new conditions:

Deafness: defense penalty for against attacks from behind.
Stun: target easily interrupted (not unlike dazed except it doesn't affect casting speed)
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Old Nov 16, 2005, 07:57 PM // 19:57   #71
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All I have to say, is that if there is invisiblity, make it temporary, or part of an attack of some sort. It would be kind of cool if some of the skills were only usable while invisible, but imediately made you visable again.....im saying like 5 seconds max on the invisiblilty thing, and like a 20 second recharge or so.
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Old Nov 16, 2005, 07:57 PM // 19:57   #72
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Cut Vein - 10 energy, casting time 2, recharge 30
Skill. You sacrifice 10% max health. For 8...15 seconds you are cured of any conditions, and cannot be the target of health draining skills and hexes.

Mental Surround - 5 energy, casting time 2, recharge 15
Skill. When you next hit target foe in melee, for 3...6 seconds, that foe suffers from 'fright' condition (cannot move around), and cannot be the target of healing spells.

Vital Steps - 5 energy, casting time 1/4, recharge 15.
For 5 seconds, you block all incoming attacks and move 75% faster.
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Old Nov 16, 2005, 07:59 PM // 19:59   #73
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Some suggested skills:

First Strike
Cost: 15
Cast Time: 1/4 sec
Recharge: 45 seconds

When using this skill, player will move rapidly towards targeted foe and deliver a critical hit. More points increases range (up to half aggro circle), movement speed (up to 50% faster) and damage (up to 33%).

Poison Weapon
Cost: 5
Cast Time: 2 sec
Recharge 30

For 6-24 seconds, apply poison attack to self or target ally's melee weapon. Can only be applied to edge weapons only (axes, swords, etc)

Flash Bang
Cost: 15
Cast Time: 1 sec
Recharge: 15

Ranged attack on target foe causes blind to that foe and adjacent foes for 2-14 seconds.

{Poison Trap
Cost: 15
Cast Time: 3 sec
Recharge: 45

Lay Trap at location that dispenses poison gas cloud when triggered. Causes 1-3 health degeneration. Trap lasts for 24-60 seconds or until triggered. Cloud slowly dissipates from area 2-8 seconds. Entering cloud area causes spell effect, even after trap is triggered.

(can also create traps that cause blinding, dazed, or crippling)

Just some thoughts.
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Old Nov 16, 2005, 08:03 PM // 20:03   #74
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Mantle of Shadow - energy cost 5, casting time 1, recharge 30
For 9...16 seconds, you are partially invisible (like your basic outlines are visible but not colours, face, etc.) and have a 50% chance to evade incoming melee attacks and arrows.
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Old Nov 16, 2005, 08:04 PM // 20:04   #75
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Perforate Artory. ::teeth::
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Old Nov 16, 2005, 08:05 PM // 20:05   #76
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The mention of IW with dual wield is important and well as adreniline buildup. The only way would be to make the dual weapon set count as a single hit
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Old Nov 16, 2005, 08:06 PM // 20:06   #77
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I also think that there should be a DW skill line............skills tied to it aswell as the higher the DW the higher the damage on the offhand weapon. Or something like that.
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Old Nov 16, 2005, 08:08 PM // 20:08   #78
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Even more:

Specific Poisons can be made that cause more than just health degen, they can also cause confusion, weakness (vomiting animation anyone? lol), bleeding, blindness, slow, knockdown, paralysis...etc. Poisons would be skills that can all be applied to self or ally weapons, with similar durations and cost. To prevent spam, you could simply increase the cost and recharge time of spells. Other ways to balance...once the poison attack is successful, it's "used" - since the poison has been transferred from the weapon to the target, thus no longer on the weapon.
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Old Nov 16, 2005, 08:47 PM // 20:47   #79
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Affliction: This is a new class of skills exclusive to the Assassin profession. As such, an affliction cannot be removed by Condition Removals or Hex Removals. Afflictions generally don't cause direct damage and target only one(?) person. (For purposes of game balance consider applying some penalty to the caster of an affliction). The concept stems from the Assassin's preference for single targets. For example:

Deathmark: Affliction. As long as Deathmark is in effect the target foe takes n% additional damage from any attacks made by the caster. As long as Deathmark is in effect the caster has a penalty (decreased Armor? increased damage?) for attacks from all enemies except the target.

Deathpact: Affliction. Both caster and target foe suffer from n# pips of health degeneration.
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Old Nov 16, 2005, 08:55 PM // 20:55   #80
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Trip: Attack. Essentially a knockdown attack but doesn't do the damage of a hammer attack.
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