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Old Nov 17, 2005, 06:01 AM // 06:01   #121
Ascalonian Squire
 
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Assassin
Assassins are frail, intelligent rogues. They move with speed and stealth to deal large amounts damage upon thier foes without recieving large armounts of damage, via evasive stances.

Assassins run with a 5% run speed increase, always.
Initially, on thier offhand, it has a 20% damage reduction penalty on that weapon.
Assassins are low armour classes that will die very quickly if they arn't ready to evade or deflect incomming attacks.
Assassins have many different stances that evade incomming attacks and even redirect some of the damage. Many of these skills grant adrenaline or energy if successful.
Assassins have very weak armor, designed for mobility.

Energy:
30-40 energy total with armour. No other + energy items allowed.
4 pips of energy regen.
Skills cost 5-15 energy to use.

Attributes
Projectiles: No initial effect. Attacks that use projectiles become stronger with higher rank
Dual Weild: (Primary only) Each point in this rank increases the damage done with your offhand weapon by 1% and you attack faster by 1% each rank.
Evasion: No initial effect. Skills related to surviving increase with each rank.
Agility: No initial effect. Basic attack skills do more damage with each rank.

Armour:
Assassins have four types of armour:
-- Rogue's Armour: 65 AL. +25 AL in a stance. Energy +4 on each.
-- Duelist's Armour: 65 AL. +20 AL vs. Physical attacks. Each peice increases chance of evading an attack by 1%. Energy +3 on each.
-- Wanderer's Armour: 60 AL. +40 AL vs. Elemental damage. Energy +4 on each.
-- Thief's Armour: 60 AL. +30 AL vs. ranged attacks. Energy +4 on each.

Some Basic Skills:
Projectiles:
Think of the ones you like the most from other posts. Insert them here.
Evasion:

Evasive Stance:
5 Energy. 5-25 second duration. Recast: 30
75% chance to evade incomming attacks and projectiles.

Defensive Stance:
5 Energy. 5-25 second duration. Recast: 45
75% chance to block incomming melee attacks. If an attack is blocked you gain 1 strike of adrenaline.

Dodging Prowess {E}:
10 Energy. 5-8 second duration. Recast: 45
100% Chance to dodge incomming melee attacks. If an attack is dodged the attacker suffers from weakness for 5-15 seconds.

Offensive Deffence:
10 Energy. 10-20 second duration. Recast: 60.
50% to block incomming melee attacks. If an attack is blocked the attacker takes 5-10 damage and suffers from Dazed for 10 seconds.

Healing Stance:
15 Energy. 30-45 second duration. Recast: 45.
40% chance to absorb incomming melee attacks. If that attack is absorbed it does no damage and heals you for 15 points.

Frenzied Stance:
10 Energy. -2 Energy Regen. 5-13 seconds duration. Recast 60.
All Incomming melee attacks are blocked and the attacker suffers 20-50 damage. You lose 50 AL vs. all non melee attacks during the duration of this skill.

Bonnetti's Defence.
Agility:
A = Adrenaline Strikes.

Peircing Strike:
5 A.
Ignore Armour. Do 10-45 damage.

Throat Slash:
8 A.
If this attack hits you strike for +2-6 damage and target suffers from bleeding for 5-15 seconds.

Poisonous Dagger:
5 Energy. Recast: 5
If this attack hits you strike for +2-6 damage and target suffers from poison for 5-15 seconds.

Backstab {E}:
15 Energy. Recast: 15
90% Failure Rate at 8 or below agility.
If you were behind target and this attack hits, this attack ignores your targets armour and you strike for +50-70 damage. If try to use this attack from the front it misses, your target deals 100 damage to you and you suffer from weakness for 10 seconds.

Flesh Strike {E}:
15 Energy. Recast: 120.
If target is casting a spell and is not being attacked, this attack deals lethal damage. If foe was being attacked, or if this attack misses, any nearby foes immediately turn upon you.

Last edited by Nocens Imperceptus; Nov 17, 2005 at 06:12 AM // 06:12..
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Old Nov 17, 2005, 06:23 AM // 06:23   #122
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Quote:
Originally Posted by judge1121
how about a deadly skill that has a 10% to hit. like does 4 times as much dmg. also how a bout a stance or prep that gives u some where around 100% armor penetration or less. with a weak dmg like i mentioned b4 the max dmg it would do would be 17-42. or at least a skill that nulls armor or gives 100% penetrating with a critical in it kinda like a wild blow.
Warrior's Cunning.

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 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.
Warrior's Cunning.


As for all this stealth/invis stuff, I just don't see it happening. Sure you could put in a counter in Divine Favor or something, but making monks take another skill just to deal with a new class is stupid. There's still only 8 skill slots. If Arena Net really thinks about this, they'll end up going the deception route, rather than the, "Oh look I'm invisible!" route. For instance, for X amount of seconds, all the skills you use look like target ally/enemies skills. Or whenever you move, it looks backwards to opponents. In other words, a rush would look like a retreat. Left would look like right. There are plenty of things that you could do without invisibility. Also the whole "aggro bubble" thing is retarded. There's the coding implications, as well as the non viable PVP use. I don't see Arena Net ever wasting time on PVE/PVP only skills. As it is, having someone randomly appear in front of you, take out half your hp, and dissapear is hardly what I would like to experience in PVP. It's just stupid.




Quote:
Originally Posted by Zelnox
It would be great if the melee combat system could be improved with the addition of the z-axis (right now, dragons fight on foot). This new dimension will make possible for airborne attacks, which I believe, would work well with an assassin. It would be useful for hit-and-run tactics.

Moreover, it can open up the possibility to skills that knock targets up (maybe for a juggle ^_^). We can even have targets being knocked backwards.

Jumping in battle would be interesting too, but may break some of the current PvP maps. Characters would jump to reach a platform or something. Moving uphill should be slower than moving downhill for steep angles.
That would definitely be cool, I actually wrote a thread on a whole class basically devoted to this.




Quote:
Originally Posted by Nocens Imperceptus
Backstab {E}:
15 Energy. Recast: 15
90% Failure Rate at 8 or below agility.
If you were behind target and this attack hits, this attack ignores your targets armour and you strike for +50-70 damage. If try to use this attack from the front it misses, your target deals 100 damage to you and you suffer from weakness for 10 seconds.
Are you freaking joking.
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Old Nov 17, 2005, 06:49 AM // 06:49   #123
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Quote:
Originally Posted by Nocens Imperceptus
Assassin
Assassins are frail, intelligent rogues. They move with speed and stealth to deal large amounts damage upon thier foes without recieving large armounts of damage, via evasive stances.

Assassins run with a 5% run speed increase, always.
Initially, on thier offhand, it has a 20% damage reduction penalty on that weapon.
Assassins are low armour classes that will die very quickly if they arn't ready to evade or deflect incomming attacks.
Assassins have many different stances that evade incomming attacks and even redirect some of the damage. Many of these skills grant adrenaline or energy if successful.
Assassins have very weak armor, designed for mobility.

Energy:
30-40 energy total with armour. No other + energy items allowed.
4 pips of energy regen.
Skills cost 5-15 energy to use.........
I agree, frail. You should make up for that with high energy, IE HIGHLY trained and skilled quick sneaky.
I dislike the word of stance, it implies that you wait, or stand still, and associate it with a rock-like pea brained warrior. I will forego that argument though and take it at face value as preperation or whatnot.

I agree with the speed increase, but make it more noticable, 5% is 21 steps to 20 from a normal person.
Be like 50% faster, with an early learned ability to give that same %to teamates(not stackable with other speed skills), with a lengthy duration, or a trigger, say next or monster aggro.
You could explain that initial speed buff as, trained breathing, but goes away with lack of concentration.
Give a midlevel skill that doubles speed(our current walking speed x2), add in a chance to dodge anything that moves through the air(my char's have managed to dodge alot of arrows, but many spells and default attacks hit a considerable amount more).

As an Assassin is a hired blade, to operate in quiet, I would consider them, if fighting to be in a constant heightened state, in which there is no place for adrenaline. You used the word intelligent. Assassins would not need great feats of strength as per adrenaline. The rely on suprise, dexterity, cunning, and overall nimbleness, to deal, and escape damage. Having adrenaline enter would be counter to training, physically and mentally, and would likely cause problems more than not.
If they've got speed and stealth, I'd say that's a benifit enough. No need to go adding part of another warrior to him. I would also nix the stances, because an assassin should be flexible, and just have innate defensive abilities, passive, as per their primary.

I'm sorry, but the amount of repeats, I'm sure mentioneing the ability of
welll shit, i'll explain with an example, after quoting a skill of yours...


"Peircing Strike:
5 A.
Ignore Armour. Do 10-45 damage.

Throat Slash:
8 A.
If this attack hits you strike for +2-6 damage and target suffers from bleeding for 5-15 seconds.

Poisonous Dagger:
5 Energy. Recast: 5
If this attack hits you strike for +2-6 damage and target suffers from poison for 5-15 seconds."


"Peircing Strike:
5 A.
Ignore Armour. Do 11-46 damage.

Throat Slash:
8 A.
If this attack hits you strike for +3-7 damage and target suffers from bleeding for 4-14 seconds.

Poisonous Dagger:
5 Energy. Recast: 5
If this attack hits you strike for +3-7 damage and target suffers from poison for 4-14 seconds."

"My version had to be posted too, because it's unique, but I think my numbers are better. " Is what those skills scream.


Quote:
Originally Posted by jesh
There are plenty of things that you could do without invisibility. Also the whole "aggro bubble" thing is retarded. There's the coding implications, as well as the non viable PVP use.
OK, the point of the aggro bubble, is that you don't dissappear to teamates(well maybe), and you can sneak up on a monster while invisible, which in PVP would be the same as being invisible.

OK, to reword, to include coding problems, If I were invisible, the aggro bubble would be nonexistant. Invisible=PvP, No aggro, PvE equivalent to invisible.
Because monsters do not See, as you and I See eachother, coding would have to happen to be invisible, or have any chance at creeping/sneeking, whatever you want to call it.

Yes, there are plenty of things, but the point is to not be a warrior with a different weapon and different skill names. Reduce weapon damages, increase with poison/invisible stance/ other preparations

Last edited by Aeon_Xin; Nov 17, 2005 at 06:57 AM // 06:57..
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Old Nov 17, 2005, 08:07 AM // 08:07   #124
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Quote:
Originally Posted by Guardian of the Light
Would be a funny Storyline.

Boss thas pwning Assassin: "HA HA HA did you think you could defeat ME"

Assassin: "For Honor.....(dies)"

Boss: "Ha he killed himself I wonder y he AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA <Blows up> (dies)"

Guards "AAAAAAAAAAAAAAAAAAAAAAAAAAAa <Blows up> (dies)"

Army Outside "AAAAAAAAAAAAAAAAAa <Blows up> (dies)"

Rest of Party "......WOOT WE WON"

Monk on team " Now I'll Res Him"

But theres a Problem: Resmer + Sac ninja + Minion Master.... hmmm
lmao.
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Old Nov 17, 2005, 08:38 AM // 08:38   #125
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I suggest people stop knocking people's suggestions. Even if *you* think what people suggest is "Godly" or "overpowered" isn't the point. ANet can pick and choose from anything - and use any/some/all/none of anything written here. In addition, ANet reserves the right to modify (nerf) or change suggested spells and attributes.

In other words, throw a bunch of crap at the wall, and see what sticks. So what if something suggested is "overpowered"? Maybe within that suggestion there is a kernel of an idea that the devs can use to make a great skill.

Otay?
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Old Nov 17, 2005, 09:39 AM // 09:39   #126
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Quote:
Originally Posted by Mimi Miyagi
I suggest people stop knocking people's suggestions. Even if *you* think what people suggest is "Godly" or "overpowered" isn't the point. ANet can pick and choose from anything - and use any/some/all/none of anything written here. In addition, ANet reserves the right to modify (nerf) or change suggested spells and attributes.

In other words, throw a bunch of crap at the wall, and see what sticks. So what if something suggested is "overpowered"? Maybe within that suggestion there is a kernel of an idea that the devs can use to make a great skill.

Otay?
Given, but, alot of posts are redundant, over and over again, and repetative.
Weather someone already mentioned them, or they're basically the same as things that already exist in the game.

I also want that protest noted, there may be an inkling in a critisizing post that may spark a good idea too, or make an idea that looks good on paper, but becomes mega overpowered when put into action with other skills, attributes, and buffs from other players.

By voicing some opposition, it may very well eliminate nerfs down the road, AFTER someone gets used to this or that...which is a headache many are going through with this version

Hence my proposition of skill line ideas IE poison weapon, invisible/cloak, natural defense, instead of telling ANet how it has to be, with the exception of not currently existant theories of attack, "out of the box" ideas.
Leave the math and the balancing to the pros, don't quote things that a warrior, ele, mesm, ranger, necro, or monk already has a variant of.

IE:
Strike and cause bleeding, I mean, come on, that's basically spam.

Maybe a forum mod who's knowledgable should edit these threads that dev's post in, eliminating redundancy, and leaving the rest of the post, or deleting if it's now empty be bothered to atleast attempt reading.

Or maybe someone is on the right track, and needs a little push, or say it sparks an idea in my head, or yours, and we see it's flaws, but it would be so much better this way.

Point being, It's a discussion. It's not just a submittal of ideas. If they wanted jsut that, they'd have email somewhere. But if they did that they'd have to sort through all 468 versions of the same backstab skill. As it is now, they only have to sort through about maybe 5 versions of it.......and still plug in their own numbers......

Sorry, i'm easily agitated, due to aforementioned ^ reasons.
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Old Nov 17, 2005, 11:33 AM // 11:33   #127
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Quote:
Originally Posted by King Symeon
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.
add 10% chance to evade magic
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Old Nov 17, 2005, 12:24 PM // 12:24   #128
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Blah had to make a new post, it wouldnt let me revise my old one. Anyhow just some ideas along the previous line of thought.

(The numbers are just a guess here bear with me)
Examples:
Attribute
Stealth
Innate bonus- Reduce the maximum range of enemy attacks and skills by (10 … 50%) Attack range may not be reduced below (half?) detection circle range.

Skills (note: like preparations, only allow for one focus skill active at a time)
Vanishing step-(focus skill) 15-25e 1s activation 45s reuse
This skill allows the user to become hidden and not be able to be targeted by enemies for (10…30s). Moving reveals the character. After becoming visible the character may not use skills for (5…1s), but can move as and attack normal. Skill is unusable if recently engaged in combat or injured. Changes in equipment and inventory does not end vanishing step.

Shadow step-(focus skill) 10e 0s activation 45s reuse
This skill allows the user move faster and become more difficult to affect with spells. 25% speed increase, (5… 15s) duration, (10… 50%) chance for spell failure.

Stalking step-(focus skill) 10e 0s activation 45s reuse
This skill allows the user move faster and become more difficult to affect with attack skills. 25% speed increase, (5… 15s) duration, (10… 50%) chance for attack skill failure.

Battle step-(focus skill) 10e 0s activation 40s reuse
This skill allows the user attack and move faster. 25% attack and move speed increase, (5… 20s) duration.

Elusive step-(focus skill) 10e 0 activation 45s reuse
This skill allows the user to be difficult to see causing a 75% miss chance from all sources, (5…15s) duration.

Cautious step-(focus skill) 10e 0 activation 45s reuse
This skill allows the user to detect hidden traps and players on the radar. (10…30s) duration. Detected players and traps may be targeted and attacked as normal by the user of cautious step, triggering the trap or revealing the player to everyone within range.

*(cross class IAS/run speed should not be an issue with the existing speed caps in place)

Attribute
Dual blades
(Includes a pair of throwing knives, daggers, kunai, attached to chain or wire, etc) Damage range for each ~10-13/15 firing in an alternating fashion similar to stone daggers. Weapon upgrades health, defensive, augment energy storage, augment adrenalin gain; or augment focus, enchantment, hex, condition, or deception skills. Re-fire rate for each hand similar to bow attack speeds. Max range equal to absolute minimum range created by stealth skill. Half adrenalin hit gained per hit.

Skills (The idea isn’t focused around raw direct damage, but disruption and damage support)
Finishing blow-(adrenalin skill) 8A 0 N/A
This attack deals an additional (5…15) damage. If the target is suffering from confusion, vulnerable, or paralysis, it deals an additional (5…15) damage for each existing condition. This attack drains all adrenalin when used.

Maiming strike-{E} (adrenalin skill) 5A 0 N/A
Struck target becomes paralyzed and vulnerable for (1…4s). This attack deals an additional (2…10) damage. Paralysis condition causes the target to move 90% slower and may not block or evade attacks. Vulnerable condition causes the target to receive 20% more damage.

Nerve strike-(adrenalin skill) 5A 0 N/A
Struck target becomes paralyzed for (1…4s). Paralysis condition causes the target to move 90% slower and may not block or evade attacks.

Obscured strike-(adrenalin skill) 4A 0 N/A
Target struck by obscured strike, causes the current selected target to be changed to a random target within range.

Obscured sweep-{E} (adrenalin skill) 5A 0 N/A
All nearby targets struck by obscured sweep, causes the current selected target to be changed to a random target within range. This attack deals an additional (5…12) damage.

Sever nerve-{E} (adrenalin skill) 6A 0 N/A
Struck target becomes paralyzed and confused for (1…3s). This attack deals an additional (2…10) damage. Confused condition causes the target to be unable to perform any action, but does not interrupt the current action skill and only delays it. Paralysis condition causes the target to move 90% slower and may not block or evade attacks.

Stunning strike-(adrenalin skill) 4A 0 N/A
Struck target becomes confused for 2 seconds. This attack deals an additional (2…10) damage. Confused condition causes the target to be unable to perform any action, but does not interrupt the current action skill and only delays the activation.

Stunning sweep-{E} (adrenalin skill) 6A 0 N/A
All struck nearby targets become confused for 2 seconds. This attack deals an additional (2…10) damage. Confused condition causes the target to be unable to perform any action, but does not interrupt the current action skill and only delays it.

Wounding (deadly) strike-(adrenalin skill) 5A 0 N/A
Struck target becomes vulnerable for (1…4s). Vulnerable condition causes the target to receive 20% more damage.


Attribute
Deception
(No inherent bonus)

Skills
Shadow image-(skill) 5e -1eregen1s activation 60s reuse
This skill creates an identical copy of the user at the time of use. When the skill is triggered, the user becomes stationary until the copy is killed or canceled. The copy may not attack or use skills, but can be moved by the user. Any skills used while shadow image is active, is based from where the user of shadow image is positioned.

Shadow copy-(skill) 5e -1e regen1s activation 60s reuse
This skill copies the name, appearance, level, and profession combination of a friendly target.

Veil of shadows-(skill) 5e ½ s activation 10s reuse
This skill conceals the status of beneficial enchantments and effects on target player from all foes. (10…30s) duration.

Veil of darkness- {E} (skill) 10e 1s activation 30s reuse
This skill conceals the status of beneficial enchantments and effects on all party members from all foes. (10…30s) duration.

Shadow affliction- (skill) 5e ½ s activation 10s reuse
This skill conceals the status of all harmful hexes and conditions on target player from all foes. (10… 30s) duration.

Darkness affliction- {E} (skill) 10e ½ activation 15s reuse
This skill conceals the status of all harmful hexes and conditions on all enemies within the area of effect from all foes. (10… 30s) duration, with a point blank area of effect.

Swirling shadows- (skill) 10e 1s activation 45s reuse
Target other ally gains a (10…30%) chance to have all hostile attacks miss for (5…15s).

Vortex of shadows-{E} (skill) 25e 2s activation 60s reuse
All allies gain a (10… 30%) chance to have all hostile attacks miss for (5…15s).

Inspire recklessness-(hex spell/shout?) 10e 1s 15s
While under the effect of a stance, target player receieves -20 armor level. Target player's stances last (50...100%) longer for (5...15s).

Inspire caution-(hex spell/shout?) 10e 1s 15s
While under the effect of a stance, target player's attack and move speed is reduced by 25%, but armor level is raised by +20. Target player's stances last (50...100%) longer for (5...15s).

Inspire weariness-(hex spell/shout?) 10e 1s 15s
The next stance used by target player is disabled for (10...30s). While a stance is active, target player gains no adrenalin. Target player's stances last (50...100%) longer for (5...15s).



Attribute
Honing/Preparation (haven’t thought of a good name for this that sums up the skills)
(No inherent bonus)

Skills
Healing salve-(skill) 10e 1s activation 30s reuse
Creates a healing potion stored within the inventory. When used, the potion heals for (40…130) health. These items may be dropped or traded. These items are destroyed upon area change.

Flash powder-(skill) 10e 1s activation 30s reuse
Creates a flash powder stored within the inventory. When used it blinds nearby enemies for (2...6s). These items may be dropped or traded. These items are destroyed upon area change.

Explosive powder-{E} (skill) 15e 1s activation 30s reuse
Creates an explosive powder stored within the inventory. When used it blinds nearby enemies for (2...6s) and deals (20…60) fire damage. These items may be dropped or traded. These items are destroyed upon area change.

Sulfurous gas-(skill) 10e 1s activation 30s reuse
Creates a vial of noxious fumes stored within the inventory. When used it causes nearby enemies to be poisoned for (2…6s). These items may be dropped or traded. These items are destroyed upon area change.

Noxious vapors-{E} (skill) 15e 1s activation 30s reuse
Creates a vial of noxious fumes stored within the inventory. When used it causes nearby enemies to be poisoned for (2…6s), inflict (10…30) air damage, and inflict the crippled condition for (2…6s). These items may be dropped or traded. These items are destroyed upon area change.

Blood dance-(stance) 10e 0s activation 15s reuse
The user steals (1…3) hp from the target from each successful hit. This stance has a (5…15s) duration. While active the user has -1 health regeneration.

Striking dance-(stance) 10e 0s activation 15s reuse
The user gains (5…15%) armor penetration on each successful hit against the target. This stance has a (5…15s) duration. All physical attacks against the user gain (20…10%) armor penetration.

Flame dance-(stance) 10e 0s activation 15s reuse
Damage the user inflicts converts to fire damage and may not be changed. All fire damage dealt by the user increases (5…15%). This stance has a (5…15s) duration. All water attacks against the user increase by (20…10%) damage.

Wind dance-(stance) 10e 0s activation 15s reuse
Damage the user inflicts converts to air damage and may not be changed. All air damage dealt by the user increases (5…15%). This stance has a (5…15s) duration. All earth attacks against the user increase by (20…10%) damage.

Rock dance-(stance) 10e 0s activation 15s reuse
Damage the user inflicts converts to earth damage and may not be changed. All earth damage dealt by the user increases (5…15%). This stance has a (5…15s) duration. All air attacks against the user increase by (20…10%) damage.

Frost dance-(stance) 10e 0s activation 15s reuse
Damage the user inflicts converts to water damage and may not be changed. All water damage dealt by the user increases (5…15%). This stance has a (5…15s) duration. All fire attacks against the user increase by (20…10%) damage.

Shadow dance-(stance) 10e 0s activation 15s reuse
Damage the user inflicts converts to shadow damage and may not be changed. All shadow damage dealt by the user increases (5…15%). This stance has a (5…15s) duration. All holy attacks against the user increase by (20…10%) damage.

Chaos dance-(stance) 10e 0s activation 15s reuse
Damage the user inflicts converts to chaos damage and may not be changed. All chaos damage dealt by the user increases (5…15%). This stance has a (5…15s) duration. All chaos attacks against the user increase by (20…10%) damage.

Holy dance-(stance) 10e 0s activation 15s reuse
Damage the user inflicts converts to holy damage and may not be changed. All holy damage dealt by the user increases (5…15%). This stance has a (5…15s) duration. All shadow attacks against the user increase by (20…10%) damage.

Conservative stance-(stance) 5e 0s activation 30s reuse
While active, if any items are consumed in the inventory created by an assassin, you gain (1…5) energy. This stance has a (5…15s) duration.

Deceitful posture-(stance) 10e 0s activation 30s reuse
While active all deception skills cost 5 energy less, with a 1 energy cost minimum, and do not require energy maintenance over time. This stance has a (10…30s) duration.

Silent moves-(stance) 5e 0s activation 30s reuse
While active all focus skills last (20…50%) longer. This stance has (10…30s) duration.

Wounding stance-(stance) 10e 0s activation 30s reuse
While active all conditions and hexes last (20…50%) longer. This stance has a (10..30s duration)

Didnt get the formatting i wanted, but ah well.

Last edited by Phades; Nov 19, 2005 at 11:34 AM // 11:34..
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Old Nov 17, 2005, 12:52 PM // 12:52   #129
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I'm impressed Phades. I really like all that! Confusion effects hurting them more and paralyzation, and the ability to hide enchantments/hexes and conditions is awesome! You sir, deserve a cookie, nay, a PIE of any kind (I say go for Lemon Meringue, mm). Lol anyways, effin greats ideas.
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Old Nov 17, 2005, 01:43 PM // 13:43   #130
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nice ideas. love elusive step
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Old Nov 17, 2005, 02:01 PM // 14:01   #131
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nice Phades really good.. kinda reminds me of the assassin in D2.. but i like the ideas. good job
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Old Nov 17, 2005, 03:04 PM // 15:04   #132
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new skill concept - Method's (or something implying preparation for a specific act, that sounds kinda cool coz i cant think of one).

Method's are long cast time skills that grant enhancements to specific acts. They are interruptable, but not 'easily' interruptable. I guess they could be tied to the dual wield attribute, but might be easily put elsewhere. The idea is to have a significant effect - but requiring you to stand still vulnerable for a long time, all would require a cast time of 5 seconds or maybe more? - not affected by fast casting attribute.

Method's would be stackable, if you want some uber effect against someone, then you need to stack methods for a long time to get it.

Method of Pain
For the next X attacks, each successful attack adds the damage you did to the next attack you perform. Method of Pain ends prematurely if your attacks miss.

eg. first hit 30 damage, second hit = 30 + 26 damage, third hit = 56 + 27 damage etc.

Method of Darkness
For the next X attacks, each attack that misses or is evaded/blocked, causes your weapon damage in shadow damage to the target.

Method of Secrets
For the next X attacks, each attack causes a random skill to be disabled on the target for X seconds.

Method of Defence
For the next X seconds, each successful attack against you grants you +X armor bonus (or evasion bonus %?).

Method of Purity
For the next X seconds, all hexes and conditions have -XX% duration on you.

Method of Rending
For the next X attacks, each successful attack causes -XX% armor penalty on target that lasts for X seconds. Method of Rending ends prematurely if your attacks miss.

Method of Binding
The next successful melee attack against you causes target foe to be unable to move away from you, and you are unable to move away from them for X seconds.

Method of Corruption
For the next X attacks, each successful attack causes a new random condition (that they dont already have) on target.

Method of Misdirection
For the next X seconds, whenever you use a skill, anyone targeting you does not see any skill usage from you.

Method of Stealth
For the next X seconds, you gain XX% transparency. At greater than 50% transparency you can only be targeted by a direct mouseclick. This is a cumulative skill with itself, however the use of any attack/spell/trap/signet/shout causes Method of Stealth to end prematurely.

Method of Reflection
For the next X seconds, any offensive skill used against you is redirected against the source with effects based on half the attribute values of the source.

Method of Attraction
For the next X seconds, any area of effect skills that are affecting you, no longer affect your teammates, however for each teammate that is experiencing this effect you receive double the effect.

eg. ward v foes with you and 2 teammates, they move normally, but you move at 50% > 25% > 12.5% speed.
meteor shower with you and 2 teammates, you get knocked down and take 3x damage.

Method of Retardation
For the next X seconds, all teammembers can only use 'mending' and appear to be W/Mo's :P

Method of Assassination
You are automatically set to attack current target (ie. it works like a normal attack skill, but just happens to have a long casting time), a successful hit does XX% of the total health of the target.

meh, ok im done for now.
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Old Nov 17, 2005, 05:12 PM // 17:12   #133
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I'm thinking for weapons, maybe jittes (Like daggers with an extra little blade on that snags enemies swords.. One of the Teenage mutant turtle guys has them) that increase your chance to evade enemy melee attacks.

And some ideas for skills? Maybe add a new condition that means the enemy has become "Hunted" Their marker on the mini map flashes or something, and damage against that enemy is increased. I can see this having uses in PvP, and PvE as well.

Condition: Hunted
The hunted enemies marker flashes on the mini-map, and all damage against that enemy is increased by 10%

Hmm. what else? Perhaps an assassin skill that lowers an enemies Morale/increases their DP? in PvE this would just make enemies weaker slightly.

An Assassin skill that increases the effectiveness of dual-weilding for a period of time?
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Old Nov 17, 2005, 06:22 PM // 18:22   #134
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I apologize if this has already been suggested, but it just came to me:

Assassin Only Guilds

There are special "Guild Only" Missions. You can only be sent on these missions by your Guild Leader? The Guild as a whole would benefit from the missions by getting Items only available from these missions?

There would have to be some benefit to "Students" and some to the "Master", but this would be a great way to incorporate the flavor of the Assassin into the GW world.
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Old Nov 17, 2005, 06:48 PM // 18:48   #135
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Quote:
Originally Posted by Aeon_Xin
Given, but, alot of posts are redundant, over and over again, and repetative.
Weather someone already mentioned them, or they're basically the same as things that already exist in the game.

.........

Hence my proposition of skill line ideas IE poison weapon, invisible/cloak, natural defense, instead of telling ANet how it has to be, with the exception of not currently existant theories of attack, "out of the box" ideas.
Leave the math and the balancing to the pros, don't quote things that a warrior, ele, mesm, ranger, necro, or monk already has a variant of.

IE:
Strike and cause bleeding, I mean, come on, that's basically spam.
Just about all of the skills are redundant, just worded differently for different professions. There are numerous degen spells, interrupt spells, condition spells, healing spells, knockdown spells, etc in just about every profession.

When you have over 400 skills (and counting) chances are you're going to duplicate (imo, quite heavily) skills, even within the same profession. Not much of a difference between Cleave and Eviserate, ya know.

In addition, with only two bars to effect (health and energy) it limits what you can do to a character. Besides directly effecting health or energy, you can only do so much...speed up, slow down, knock down, prevent knockdown, block attacks or make attacks unblockable, etc. Once you've covered all the bases, tinkering with different existing skills (more/less damage, faster cast, longer recharge, etc) is about the only other avenue you have.

In addition, because we didn't program the game, we're not aware of all of the complexities/attributes a character/monster model is given. We know there are 5 armor sections with their own attributes. We know that % chances of taking damage depends on the spell (lightning bolt versus a sword swipe versus a trap, etc) for where it hits - but is it even more granular than that? If you run away, any hit is a critical hit, but is that more a function of simply checking movement? Does it worry about facing (from rear, sides, shield side versus weapon side, blindside)? Weapon range is effected by altitude, as well as % chances of what armor part you'd hit (from above, more likely a headshot, down below for legs, etc). But outside of what type of elemental damage it is and what runes you've placed in your armor, there isn't much else I'm aware of. It's difficult to "think outside of the box" any further than what is already known, since we don't know what *is* possible. It's not so much a question of balance, but strength of the game's core engine.

Let's look at the example of a piece of armor, and what armor protections it currently can have. Besides it's simple Armor Level, it can also have additional attributes against all elements, or specific elements (fire, earth, water, air). It can give more energy. It can be "infused". It can have an attribute modifier thrown in, for skills, health, or absorption.

If ANet introduces a "new" element, would existing armor need to be changed to combat this new element? Not neccessarily, holy damage ignores armor as well as necro shadow damage. But this severely limits any new professions and current armor models, unless wholesale changes are made to existing armor sets. This could be a disaster - as current players have spent tons of gold on existing armor sets. Want to tell that guy that spent 1mil gp on his FOW armor that it's now suddenly prone to some new elemental attack that everyone suddenly starts using but is only availble as an option on NEW armor sets? It would piss me off to no end if it was me and would force me to never buy the expansion - not really a good business model.

Sorry if I went off on a tanget here, just noting that coming up with new things isn't easy, without full knowledge of what is possible or not, as well as not knowing ANet's plans for how the new chapter will effect existing professions.
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Old Nov 17, 2005, 07:08 PM // 19:08   #136
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I'll sign on the methods. Replaces stances and preperations.
I only read a few examples, but some were brilliant.

Agreed Mimi, some duplication is going to happen, but some people are blatantly not trying to be original as per the out of the box request.

I would assume that there are going to be skill repeats of warriors and every other class, but those would be mostly obvious melee attacks(for example).

You don't need to spend ten minutes associating damage, cast times, energy cost, and whatnot for a normal attack that causes bleeding, because numerous skills already show a pattern for how bleeding could work, and have already proven not to be overpowered, and that they fit into the game as a whole.

It's almost like making a statement, "I think new class X should, have, um......weapons."
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Old Nov 17, 2005, 08:50 PM // 20:50   #137
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I think we are all being a bit too separate and conclusive ideas about the assassin. Gaile Gray has pretty much asked us to give ideas for it, and I'm sure the devs are reading this thread.
People keep posting loads of ideas for skills. Great, but I've been reading through them and a lot of them seem to be exactly the same as other people's ideas.
Most of us seem to think that 'Stealth' would be an attribute of the assassin. Yes, probably.
Most of us seem to think that the assassin should either dual wield or use knives/short weapons and possibly a ranged weapon.
It seems we also think that the assassin should have some kind of caster-type attribute, like deception, trickery etc.

By all means, continue to post skill ideas, but make sure you read others first, and try to elaborate on them. We need to try to put all these ideas together rather than posting a load of separate ideas that are our own interpretations of the 'assassin' class.
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Old Nov 17, 2005, 09:08 PM // 21:08   #138
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Quote:
Originally Posted by jonnybegood
I love it the way the devs are making it feel like you'r making the game(just without the chore of programing)
for a 2nd class id like to see a theff to pick locks like chest
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Old Nov 17, 2005, 09:12 PM // 21:12   #139
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Quote:
Originally Posted by Aeon_Xin
OK, the point of the aggro bubble, is that you don't dissappear to teamates(well maybe), and you can sneak up on a monster while invisible, which in PVP would be the same as being invisible.

OK, to reword, to include coding problems, If I were invisible, the aggro bubble would be nonexistant. Invisible=PvP, No aggro, PvE equivalent to invisible.
Because monsters do not See, as you and I See eachother, coding would have to happen to be invisible, or have any chance at creeping/sneeking, whatever you want to call it.
The reason I posted what I did was because of a post that was written by someone else. I'll quote it below.

Quote:
Originally Posted by Rico Carridan

Quote:
Originally Posted by Daegul Mistweaver
Implimentation of stealth in PvE is pretty simple: just reduce the agro circle. Removing the blip from the radar seems like something plausable for PvP, but then I don't PvP; long as they don't impliment true invis-style stealth everything should be fine.
What I really wonder about, personally, is wether there will be an option to change primary class to one of the new professions somehow. Would hate to have to start over my main character (now a ranger) to make him over as an assassin (haven't bought FoW armor yet, but still....).

This is a tad OT, but since you brought it up, I'm pretty sure reducing the size of *your* aggro circle would not do anything. From a programming standpoint, it would be much easier to have it set up so that monsters target opponents (not always players!) that enter *their* aggro circles, which we, of course, cannot see. So long as our aggro circle and theirs are always the same size, this wouldn't make a difference. However, if you changed the size of your circle on the radar, I would suspect that monsters would still aggro at the same range, since it is not them entering your aggro circle that causes them to aggro, but rather you entering theirs. Making an ability that would reduce all monster's aggro circles for a particular player in that type of model would be a nightmare to program.

Now, I admit, this is all speculative, but if you've done any programming before, particularly, if you've done any object-oriented programming before, you would have to conclude that the way I've described is the most logical way to deal with aggro circles.

Rico
I've never programmed for a game, but I would assume that Rico has.

Quote:
Originally Posted by Aeon_Xin
Yes, there are plenty of things, but the point is to not be a warrior with a different weapon and different skill names. Reduce weapon damages, increase with poison/invisible stance/ other preparations
Oh, so like a ranger?
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Old Nov 17, 2005, 09:12 PM // 21:12   #140
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Quote:
Originally Posted by Cruiser
for a 2nd class id like to see a theff to pick locks like chest
There are some suggestions to give that ability to Assassins, with limits, of course. (% chance, damage/death from failure, etc.)

Another Assassin skill idea:

Disabling a piece of Equipment (Elite Skill?)
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