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Old Nov 16, 2005, 08:59 PM // 20:59   #81
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ooh. okay warriors have arenalin attack, right?
what if assassins had "stealth" which slowly build up as long as they weren't being attacked, and slowly went down while they were being attack.

so there would be some really powerful skills you could only use if you hadn't been attacked in like 5-10 seconds

this is a rough idea and obviously there are alot of unaswered questions... any input thought?
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Old Nov 16, 2005, 09:18 PM // 21:18   #82
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Hmmm no one has came up with an dodge like skill

Nerves of the assasin
Cost: 5 Aline

Stance. For 15-20sec, you have a 75% chance to evade attacks but all attacks that hit deal 20-10% more damage.

Also if you Choose to Equip {E} Duel Wield you should have access to these skills.

Seperate Cuts
Cost: 5 A
You use one of each of your equiped weapons on 2 foes deing full damage that the weapons will allow. Must Have Duel Wield Equiped.

Last edited by Guardian of the Light; Nov 16, 2005 at 09:25 PM // 21:25..
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Old Nov 16, 2005, 09:27 PM // 21:27   #83
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I don't know... a counter to Trappers.

Alert
10E, 45s recharge, Instant cast (Shout type of skill)

Traps within the radar are activated or highlighted on the map.
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Old Nov 16, 2005, 09:30 PM // 21:30   #84
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If an assassin deals the "killing blow" on an enemy there is an increased probability that the resulting drop will be theirs. The improved odds are a function of the Assassin's primary(?) attribute.

Last edited by Xue Yi Liang; Nov 16, 2005 at 09:35 PM // 21:35..
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Old Nov 16, 2005, 09:35 PM // 21:35   #85
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Also think about it this way, every other class has a from of self heal, why not this one?
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Old Nov 16, 2005, 09:38 PM // 21:38   #86
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I cant find the exact post, but some one sayed an attck that has a 10% chance to kill your target. Th is would only work if it had a penalty for missing. Or else you would see assasin spike teams every where
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Old Nov 16, 2005, 09:38 PM // 21:38   #87
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Another interesting thought....

Throat Cut
10E, 10s

Attack skill. If Throat Cut hits on the back of the target, the target is being "Silenced" for xx seconds and suffers from Bleeding for xx seconds. When being "silenced", the target cannot Call Target and the button of T is disabled. lol This means the guy has to find out which target is being called by his teammate. Not sure if it's useful or not but I guess if you can find out who the target caller on the other team is, it might be useful...I guess. Oh well, funny thought.

An alternative to this is:

Attack skill. If Throat Cut hits on the back of the target, the target is being "Silenced" for xx seconds. When being Silenced, the target cannot cast spell for xx seconds. This might be an elite skill.

Last edited by jibikao; Nov 16, 2005 at 09:43 PM // 21:43..
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Old Nov 16, 2005, 09:47 PM // 21:47   #88
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Quote:
Originally Posted by jonnybegood
Also think about it this way, every other class has a from of self heal, why not this one?
Very Well

Assasin Potion
Casting Time: Instant
Recharge Time: 15 sec

Assasin Potion does nothing at first. After 7-4 Sec you are healed for 50-130 Health.

Also Alex and Galie you guys can request us to come up with ideas in a certain area of your choosing. Like you can say "Ok we need some ideas for Attacks" or something like that after we'll probably give you 1000 ideas in that .
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Old Nov 16, 2005, 10:26 PM // 22:26   #89
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Quote:
Originally Posted by Guardian of the Light
Hmmm no one has came up with an dodge like skill

Nerves of the assasin
Cost: 5 Aline

Stance. For 15-20sec, you have a 75% chance for attack to miss you but all attacks that hit deal 20-10% more damage.
fixed. otherwise it's just like every evade skill ever and is defeated the same way. seaking blade/seaking arrow/and whatever the axe one is. this way it's ober leet. except determined shot. damn.
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Old Nov 16, 2005, 10:31 PM // 22:31   #90
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Quote:
Originally Posted by Eldrig
fixed. otherwise it's just like every evade skill ever and is defeated the same way. seaking blade/seaking arrow/and whatever the axe one is. this way it's ober leet. except determined shot. damn.
Well remember it says "Evade" that why I put it like that. Also it has weakness to any skill that ingnores Evade because then they deal extra damage to the assassin.

I put the weakness in on purpose .

Reason: Long duration and spammable
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Old Nov 16, 2005, 10:37 PM // 22:37   #91
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climb/rappel: allows the Assassin to climb up some areas too steep to walk (e.g. as a shortcut to circumvent some of the long winding paths on mountain faces, or as a way to climb walls without having to get through the main gates.)

Perhaps an Assassin can stay attached to a wall (a la Spiderman) (for a limited duration?) and initiate attacks from there where he is temporarily safe from melee. Maybe, if he/she were to take enough damage (from ranged attacks or spells) there is a risk of "fall" injury.
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Old Nov 16, 2005, 10:56 PM // 22:56   #92
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I wonder how they gonna introduce Stealth in this game.

Something tells me it might be similar to Charm Animal where you have to equip a skill in order to use Stealth skills.

Maybe something like when you are in Stealth "mode", you are less likely to aggro monsters and even if the team engages in battle, you are less likely to be the primary target. Something like that would be cool.

Other things they can add is when in Stealth mode, the Assassin may have 10% to evade attacks or something like that or has certain % to reduce damage taken.

Basically, in order to use Stealth skills, you must equip Stealth to be in the Stealth Mode. Much like how Charm works.
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Old Nov 16, 2005, 11:05 PM // 23:05   #93
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I reliezed you guys are probably going to put in a New "God" for this profession just like all the others or make assassin worship an existing "God".

<Insert God Name>'s Concentration
Energy: 10
Recharge: 30-45sec

Stance. For 7-15 secs, your attacks have 5% addition to inflict a critical hit and you deal 10-20% more damage. <Insert God Name>'s Concentration ends if you use an adral skill.

Sudden Strike
Energy:5-10
Recharge Time:20-30sec
Melee Attack

Strike once twice as fast as normal. target's action is intrupted. If Action was a skill, that skill is disarmed for 5-10sec.

Head Kick

Energy: 5
Casting Time:1
Recharge time: 15

If Head Kick Hits you deal +10-15 damage and your target's action is intrupted.

If you guys put onlt one of my skills in Make that one ^ it.
"I call Dwawna to he... OWW AA YOU @#$%! YOU KICKED ME IN THE HEAD!"

Assassin " "

Well put a few intrupt skills I have a feeling Assassin in PvP are going to sneak up to monks and then intrupt the crap out of them and when a noob team get mad the Assassin disappears . Then a smart group comes and brings an Anit-cloak spell and the assassin is revealed and well....
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Old Nov 16, 2005, 11:14 PM // 23:14   #94
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Quote:
Originally Posted by Xue Yi Liang
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.
I began thinking about what would make this new melee style profession unique compared to the other two existing physical damage dealers. It appears that I share a similar line of thought that you do, but I disagree with the effects not being able to be countered. That just leaves a gaping hole for exploitation. Rather than introduce casting into a "physical" class, or recreate preparations that already exist, move in a slightly different direction in terms of style. Warriors seem to be more brute force, while rangers are more along the lines of precision, so then the assassin would lead to finesse.

The idea of stealth leaves a lot of ideas that would be very easy to take advantage of in both pvp and pve. The common idea of being a smaller aggro circle seems good, but it seems like a pve only solution. It could be taken a step further to where it actually affects the maximum range of which they can be affected by hostile intent. This could very easily be taken advantage of in a few different ways, but given the nature of how spells/ranged attacks finish even if the target leaves the maximum distance it might not be as much of a problem. However, if such a modification occurs, then there would need to be an absolute minimum range that no attack could get reduced below. It would most likely need to be in terms of total distance, not by weapon choice distance as some things like ice spear would become a touch range spell. This would possibly be exploited by cross combination warriors, but the reduced attribute levels in melee weapons and possible weak armor level would balance it as well. This would be the limit in terms of "infiltration" abilities that they could have without being too over the top. I would also place all "defensive" skills within the stealth primary attribute (assuming it is the primary class attribute), in order to help prevent cross class abuse from other primary classes, such as monks gaining near immunity to ranged attacks. One such defensive measure could be hiding, like a previous poster mentioned. Have the logic work with the natural healing cycle method. The skill can’t be triggered until after a certain time spent inactive and undamaged. While hidden, the target can’t be targeted. The ranks in stealth would allow for a faster rate of change till the character is able to come out of hiding and move or perform other actions, similar to the devourer and scarab popping up out of the ground. This would be to counter balance against an ambush effect. It would also require a maximum time allowed to be hidden, to help avoid potential grief situations within pvp. I don’t know if allowing for natural healing of energy and health would be balanced while hidden though. The skill would need a high energy cost in order to deter repeat use as well, because a long cool down period would probably be insufficient alone, due to methods available to copy or reduce timeframe of use. As a counter measure, a new skill could be introduced into wilderness survival for rangers that could help detect hidden enemies and traps. Possibly open up stealth or wilderness survival to disabling said traps and remove the hidden effect from enemies. Stealth skills could also be used for detection as well, but for which to be more effective I am not sure, nor would I think that going too far into hide and seek would work well within the game as it could split up play styles too far from each other and the current accepted norm. Other defensive measures could include evasion or miss stances towards ranged, spell, or melee attacks but make them choose their preferred target similar to mesmers. This would lead to defensive preference from other sources, but it would split up the skill point pool and many defenses are not easily renewed.

For offense, rather than damage up front or raw damage per second, I think that they need to go the route of disruption and disabling. To avoid conflict with warriors and rangers (partially), I think that going the route of short distance ranged attacks using both arms would be appropriate. Have the maximum range of the weapon be similar to the absolute minimum distance of what stealth could reduce the hostile intent range, but longer than point blank area of effect spells and shouts like “fear me”. Only allow dual wielding for this specific weapon combination. The paired weapons could be to bows sword comparison to axes, a better average but a lower maximum split between the two parts. Have the combined fire rate of the paired weapons being similar to bow fire rates, but alternating like stone daggers. Make the adrenalin gain half the normal amount or possibly less to compensate for attack speed increases per hit. Attack skills would probably need to be adrenalin based, in order to avoid the inevitable ranger expertise use, or possibly use both adrenalin and energy at the same time. Have the energy cost portion so low that expertise has a negligible effect, but have the cost from repeated use cause problems over time. Possibly not allowing the zealous and vampiric upgrades might also be needed. While warriors, rangers, and other professions have medium to long duration on their effects, allow for short term, but easily repeatable skill applications. Like the previously mentioned death mark (I like this idea) allow for the attack skill to apply a short term condition that has a reasonable physical damage amplification effect. In addition have another skill, but only apply to spell based damage, allowing for choice in team builds. It could be broken down by element or base damage type, but that could be too watered down. Having it be universal would be just a greater version of weaken armor and that wouldn’t be very beneficial, but allowing it to adjust the raw damage before or after armor level (I am not sure which would be better) and work with weaken armor in the case of amplifying physical damage. This type of skill would make damage spiking more popular, but would create more diversity within the classes I think, nor would it stop a basic protective spirit counter or damage type alteration canceling the effect. Another idea, that in skimming I didn’t notice, would be to have another skill that created a short term condition similar to blackout when the target was struck. The difference would be that rather than causing the target to have the current action canceled and having a period of inactivity, where the current action isn’t interrupted, but it is also not finished either similar to activating a skill and having the player run into range. Nothing longer than 2-3 seconds tops and the range of action affected could be attack skills, spells, or normal attacks. One style of attack could be made for each, depending on the final role decision for the class would be. This could be akin to causing a confused stated on the target, but different from a distracting shot adding recharge time and interrupting or a long duration concussion shot causing long term disruption. Other ideas could include short term, but high yield attack and movement speed slows that are also condition based. Elite versions of these skills could be point blank area of effect, allowing for a more wide disruption area options, but still require finesse of the user to maintain a balance between normal attack range with the targets and applying other skills for maximum effect. Another fun, but questionable, effect to apply to the target would be the drunken blur as an after effect of an attack, making targeting and target identification difficult. I am hesitant with this one though as causing other people potential physical pain through playing the game from some kind of visual induced headache wouldn’t be fun. An alternative though could be a forced target switch to a random target in range when the effect hits.

A different line of skills could involve information gathering or misdirection to possibly be used in conjunction with the stealth line. These would have a medium to long duration, with a similar reuse time. Possibly allow for the creation of a fake body double, which can be used to lure enemies to where the character would be hidden. Possibly allow for either placement of it to be like a trap and stationary or have it be fully manipulated from the body double’s point of view. Another option could be where the character could imitate the form of a friendly character, taking on their appearance and name for a period of time. I think that “surprise I’m not really a monk/mesmer/whatever” novelty wouldn’t wear off for awhile and would have valid play uses. A skill could be made that would hide friendly effects such as spirits and enchantments showing up on the targeting and enchantment bar. Another could be made to hide hostile effects on the enemy such as conditions and hexes. This would cause player experience and awareness to come into play from having the damage spam or overall condition effect taking place, but not showing up like normal. A possible counter balance towards these lines of skills could be placed in divine favor, like some sort of “true sight” enchantment allowing the casting monk to operate as normal.

The last skill line could include whatever self healing method and skills to augment the use of the other skill lines. Perhaps some kind of skill that triggers the preparation of a one shot healing salve or potion or whatever that dissolves if the area changes. Have it be a medium to high energy cost, while being a droppable/tradable item that could be used while hidden. Stances that could possibly recreate weapon fittings not normally available to the class, like vampiric, elemental, sundering and so on, but at a weaker effect per hit scaling up to matching the normal weapon fitting at max skill level, but allowing the user to “customize” the attack style to kill the target in the most effective manner. Stance durations and refresh times being similar to other offensive and defensive stances in other professions. Possibly also have mantra like stances increasing condition effect durations, hiding, and misdirection lines.

Blah, I know this is probably hard to read and I know I didn’t think of skill names at this time and I might have mimicked other existing ideas, but getting the thoughts out I thought would be more useful. I'll revise it later for names if i think of something that sounds good.

Last edited by Phades; Nov 16, 2005 at 11:17 PM // 23:17..
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Old Nov 16, 2005, 11:15 PM // 23:15   #95
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Coma: Enchantment. For the duration of this spell if the Assassin's health falls below 25%(?) of maximum health the Assassin will lapse into a coma simulating death for x# seconds. After that time passes the Assassin will instantly "ressurect" with 50%(?) health and 50%(?) energy. No death penalty is incurred for a coma.
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Old Nov 16, 2005, 11:21 PM // 23:21   #96
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Quote:
Originally Posted by Eldrig
ooh. okay warriors have arenalin attack, right?
what if assassins had "stealth" which slowly build up as long as they weren't being attacked, and slowly went down while they were being attack.

so there would be some really powerful skills you could only use if you hadn't been attacked in like 5-10 seconds

this is a rough idea and obviously there are alot of unaswered questions... any input thought?
I really like that.


For my ideas:

I think the Assassin should be about condition apply/remover, stealth/speed, and spike melee damage.

For the spike melee damage, he would have a high base energy (maybe 50) with a 2 pip regen. Possibly also gain adrenaline faster (maybe his primary attribute). His attack speed should be higher also (maybe primary). Or have lots of skills that increase attack speed (adrenaline based). Damage and condition appliers would be the energy skills.

Stealth skills should have high energy requirement (another use for the high base energy, one way of preventing warriors from abusing this line)

His armor shouldnt be too high. Same base as a Ranger probably with a bonus against piercing damage since he will be more able to dodge arrows with speed.


Just some basic stuff for now. I'll think of some actual skills later.
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Old Nov 16, 2005, 11:31 PM // 23:31   #97
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Well we've introduced a lot of skills and came up with a lot of way to even out DW and a lot of Armor, Weapon and Atttrute Ideas

We can still suggest skill ideas because well Anet needs to come up with like 100 and we could help them a bit .

However we haven't come up any ideas for the Female and Male Assassin Dances or boss names for Assassin Bosses and what these Assassin Bosses Elite should be.
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Old Nov 16, 2005, 11:42 PM // 23:42   #98
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Female Assassin - Belly Dancer

Male Assassin - Does it really matter? I wont be watching.
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Old Nov 17, 2005, 12:03 AM // 00:03   #99
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Quote:
Originally Posted by Kool Pajamas
Female Assassin - Belly Dancer

Male Assassin - Does it really matter? I wont be watching.
LOL good ideas

Mybe the Male Assassin should have a dance similair to want you dance like when you hear "Everyone was Kong Fu Fighting"

/signed Female Assassin Belly Dance

Last edited by Guardian of the Light; Nov 17, 2005 at 12:10 AM // 00:10..
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Old Nov 17, 2005, 12:13 AM // 00:13   #100
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Quote:
Originally Posted by Kool Pajamas
Female Assassin - Belly Dancer

Male Assassin - Does it really matter? I wont be watching.

ooo! i know, i know! this dance for the male assassin: http://media.putfile.com/c4
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