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Old Nov 19, 2005, 07:13 PM // 19:13   #181
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Quote:
Originally Posted by Aeon_Xin
Teleportation could just be Inhuman Speed
Yeah, and this is just so realistic too. The point is, armor like I wrote would remove the magic from the assassin class, for those that wanted it that way.
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Old Nov 19, 2005, 08:16 PM // 20:16   #182
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Quote:
Originally Posted by Nocens Imperceptus
sorry this is off topic but wtf...

The idea of dwarves has gennerally been a stout mountain person for many years, even before D&D... There have been many a book which has spoken of this idea before the consept of D&D even existed.

Rangers have been RL proffessions for many people throghout the dark ages and renessance and before... Ever heard of an archer?
That's exactly the point I was making. Most professions and a large number of skills are called things that have been around as long as the printed word, and some as llong as the spoken word as we know it. The way some people talk around here, you'd think WoW came around at the beginning of the universe, and I illustrated further comments those people could make about other things in the game. I guess you could call it sarcasm.


Jesh,
You previously replied to my post with a supposed non magical solution, but you described a specific magic element in the answer.

As far as inhuman speed and it's realism....Take any random computer/video game geek and put him in a fight with someone who know's martial arts real well, say for them it's a "profession". Then tell me that using the term inhuman speed is NOT realistic. The only speed factor known to a majority of the readers here is WPM, and most of us would be lying on the ground with several broken bones in a blink of an eye.


Phades,
Ok, I understand after the explanation, but the skill would need reworded. Lasts 50% longer....for 5 seconds.
Something like, Condition is made 50% more effective, and lasts for 5 seconds longer.
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Old Nov 19, 2005, 08:43 PM // 20:43   #183
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Well if can get on topic and back to creating skills.

I wanted to make a few anti-Cloak/invisiblity Spells

As I stated Earlier

Light of All Seeing
Monk
Divine Favor
Energy: 10
Range: Ward Range
Recharge: 20

Spell. All Cloaks end and can not be cast for 7-14 seconds.
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Old Nov 20, 2005, 03:10 AM // 03:10   #184
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Adding on my concept of the Assassin.

Snares: Snares are one of several types of short-ranged entagling attacks that might affect a foe's weapon hand or legs, for example. In game terms snares work like signets in that they cost nothing to cast but have a long recharge time. They can function as a way to escape harm or to confound an attacker.

To remove the effects of a snare the target foe must "break" the snare by applying an attack against it (i.e. for an "ensnared" character the "target nearest enemy" function will target the snare.) The amount of damage a snare can take before it is broken depends on the level of the Assassin who cast it (I don't have any hard numbers but I'm thinking a typical snare could endure 1-2 attacks ... probably more if the Assassin is extremely skilled in the associated attribute).

Similarly, an ally of the target foe can also attack the snare to help their ally escape - but there is a % chance they will deal damage to both the snare and the ensnared victim.

Ensnare Arm: until the snare is broken the target foe will be unable to use the item in their primary hand. If the foe is using a two-handed item then they will lose the use of that item until the snare is broken. Though the target foe can't attack others with the item in their primary hand they can still attack the snare. Note: a target foe who is dual-weilding can still attack with their offhand weapon (I'm not sure how to translate this into game terms yet ....)

Ensnare Legs: target foe has a 50%(?) chance of suffering an instant knockdown. Also the target foe will suffer from the effects of cripple until the snare is broken. Note: Mend Condition/ Mend Ailment etc. will not work against a snare-cripple. The snare must be broken.

Barbed Snare
target foe suffers from bleeding until the snare is broken. When the snare is broken the target will suffer from a deep wound. (if this skill is too strong the developers can remove the "deep wound" part.)

Last edited by Xue Yi Liang; Nov 20, 2005 at 03:20 AM // 03:20..
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Old Nov 20, 2005, 04:24 AM // 04:24   #185
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On reading another forum, someone suggested an interesting ideas of line of Stand Breaker type of skills, which I think it would fit well. Also a teleportation type of strike that would get the last blow is very niffty too.

I would also add give them an instant-leave-behind trap type of skills to get some chaser off your back.

-------------------------------------
Thxs King Symeon for your comment. There are plenty of unblance and need of modification to my concept class. As well as many more skills to be added.

Last edited by actionjack; Nov 20, 2005 at 04:41 AM // 04:41..
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Old Nov 20, 2005, 04:29 AM // 04:29   #186
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Quote:
Originally Posted by actionjack
I would also add give them an instant-leave-behind trap type of skills to get some chaser off your back.
that would make a runner an even biger pain in the butt in pvp we hate them already no need to make them harder to kill.
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Old Nov 20, 2005, 08:20 AM // 08:20   #187
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Quote:
Originally Posted by darkdragon99
that would make a runner an even biger pain in the butt in pvp we hate them already no need to make them harder to kill.
Hes got a point
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Old Nov 20, 2005, 10:13 AM // 10:13   #188
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Quote:
Originally Posted by Xue Yi Liang
Adding on my concept of the Assassin.

Snares: Snares are one of several types of short-ranged entagling attacks that might affect a foe's weapon hand or legs, for example. In game terms snares work like signets in that they cost nothing to cast but have a long recharge time. They can function as a way to escape harm or to confound an attacker.

To remove the effects of a snare the target foe must "break" the snare by applying an attack against it (i.e. for an "ensnared" character the "target nearest enemy" function will target the snare.) The amount of damage a snare can take before it is broken depends on the level of the Assassin who cast it (I don't have any hard numbers but I'm thinking a typical snare could endure 1-2 attacks ... probably more if the Assassin is extremely skilled in the associated attribute).

Similarly, an ally of the target foe can also attack the snare to help their ally escape - but there is a % chance they will deal damage to both the snare and the ensnared victim.

Ensnare Arm: until the snare is broken the target foe will be unable to use the item in their primary hand. If the foe is using a two-handed item then they will lose the use of that item until the snare is broken. Though the target foe can't attack others with the item in their primary hand they can still attack the snare. Note: a target foe who is dual-weilding can still attack with their offhand weapon (I'm not sure how to translate this into game terms yet ....)
Dunno about cost, would probably be in the pin down/axe rake range. Duration and refresh times would be similar to pacifism. Then add the clause that the effect ends if the user loses 10-25% health to any source, instead of the target being damaged and you are probably finished. If you really wanted to keep the off hand idea, it would be a little more complex, but in the end it would just be a 50% attack speed slow for that one instance. So, an example of this would look something like this:
Ensnare Arm:-(skill) 15e 0s 15s reuse
Struck target's arm is entagled (new effect type) and may not attack for (5...10s). If target is weilding two weapons, attack speed is halved. Effect ends if user loses (10...25%) health.
Still, having an alternative method other than damage/duration is the norm for other effects and conditions to end.

Quote:
Originally Posted by Xue Yi Liang
Ensnare Legs: target foe has a 50%(?) chance of suffering an instant knockdown. Also the target foe will suffer from the effects of cripple until the snare is broken. Note: Mend Condition/ Mend Ailment etc. will not work against a snare-cripple. The snare must be broken.
This seems like something between spike trap and crippling shot. So, something along the lines of:
Ensnare Legs:-{E}(skill) 10e 1s 10s reuse
Struck target recieves an additional (10...20) damage and is knocked down 50% of the time (or 50...100%/ or 50% under X skill level). Target suffers from a leg snare (new effect type)for (5...10s) or until the user loses (10...25%) health.

Quote:
Originally Posted by Xue Yi Liang
Barbed Snare target foe suffers from bleeding until the snare is broken. When the snare is broken the target will suffer from a deep wound. (if this skill is too strong the developers can remove the "deep wound" part.)
Sounds like phantom pain combined with barbed trap. So, something along the lines of:
Barbed Snare-(skill) 15e 1s 20s reuse
Struck target recieves a leg snare (new effect type)and bleeding for (5...10s) or until the user loses (10...25%) health. When this effect ends, target suffers from a deep wound.

Quote:
Originally Posted by actionjack
I would also add give them an instant-leave-behind trap type of skills to get some chaser off your back.
Quote:
Originally Posted by darkdragon99
that would make a runner an even biger pain in the butt in pvp we hate them already no need to make them harder to kill.
This sound similar to throw dirt to me and i had a similar idea with the inventory items. As long as an illusion mesmer, ice ele, earth ele, or air ele (spam kd) still has a decent chance at controlling the target's movement, it shouldn't be a problem.

Last edited by Phades; Nov 20, 2005 at 10:23 AM // 10:23..
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Old Nov 20, 2005, 11:25 AM // 11:25   #189
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Body Switch

X Energy
60-30S Recharge depending on level of attribute

When this skill is activated, you switch positions with target other ally. Any actions being performed during this switch will be canceled.

Backstab Stance

X Energy
X Recharge

In this stance, your attacks deal full critical damage when made behind the foe.

My version of stealth:

Stealth (forgive my lack of name creativity)

X Energy
X Adrenaline (this requirement allows melee combatants to able to use it more effectively and also prevents instant stealth mode at wish)

For X seconds, you are invisible on screen, but still vulnerable to being targeted.

Basically, the only advantage this skill offers is that, in the midst of battle, opponents will be too busy to notice you attacking them or whatnot. However, once they use the TAB cycle/Target Calling, they will be able to target you just like any other characters.

In pve:
Whenever you attack monsters in this mode, your will appear in their radar mode and subject to their attacks, hence, making this mode only useful in flee-ing attempts.

Last edited by Nightwish; Nov 20, 2005 at 12:25 PM // 12:25..
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Old Nov 20, 2005, 12:36 PM // 12:36   #190
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I think the idea of teleporting to the foes location and attacking is a very good one.

How about a skill that makes you an enemy for a while? like this?

Disguise - Elite
For X seconds, you switch 'teams'. Any attacks your previous allies use hurt you, and any healing spells your previous enemies cast affect you. Your previous allies could then attack you (and you would be hurt with firestorm etc) and your enemies could not longer attack you.

It would need a lot of work to get it balanced, but I think it would be quite a cool skill.
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Old Nov 20, 2005, 05:22 PM // 17:22   #191
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On the topic of stealth.... I alway feel that they sould be hard to pull off, with need for lots skills and timing. So how about when you go into a "stealth mode" (a fully invisible one), all your screen would also turn foggy black, that you can only see few feet in front of you. This makes trying to orientate and find your target harder if you cann't predict your enemies movement beforehand.
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Old Nov 20, 2005, 05:23 PM // 17:23   #192
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Quote:
Originally Posted by Bale_Shadowscar
I think the idea of teleporting to the foes location and attacking is a very good one.

How about a skill that makes you an enemy for a while? like this?

Disguise - Elite
For X seconds, you switch 'teams'. Any attacks your previous allies use hurt you, and any healing spells your previous enemies cast affect you. Your previous allies could then attack you (and you would be hurt with firestorm etc) and your enemies could not longer attack you.

It would need a lot of work to get it balanced, but I think it would be quite a cool skill.
I wouldn't go so far as to call it "teleporting". Real life swordman (like the samauri) practiced "first strike" as an essential part of their skill set. The skill was basically a fast draw of their weapon, leaping to close the space between the two combatants, and a fast killing stroke. The art of the fast draw in Japan was well known for centurys before the gunslinger in the wild west.

Thus, as my skill mentioned, it doesn't have to be a teleport, it can simply be a fast single "leap" that covers a fair amount of ground, and delivers that first strike - perhaps including an interrupt and a deep wound, but a long recast time so it's not spammed.
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Old Nov 20, 2005, 05:33 PM // 17:33   #193
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ill just name 8 skills and 4 Attribute thingys
Attributes- CLaw mastery, Stealth, Short blade mastery, Confusion magic
Skills- Dual Wield(must have equipped in order to dual wield, like Charm animal) teleport(teleport to the nearest enemy and slice dealing 30...180 dmg- Stealth.. 5 energy 0 cast 1/4 sec recharge) Flurry-(combo attack with either claw or short blade- dealing more dmg if u have higer of either- Stealth- 5 energy 0 cast 0 recharge) Confuse- (Target foe misses 99% of all attacks but cannot be the target of magic- Confusion magic- 15 energy 1 sec cast 5 sec recharge) Trip- stealth magic- target foe is tripped and stays down for 3 ...5 seconds- 5 energy 0 cast, 5 sec recharge.. .meh thats all i can think of
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Old Nov 20, 2005, 08:48 PM // 20:48   #194
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Well I'm going to through in my 2 cents here.

Attributes:
Concealment(primary): Shadow Stepping a good example.
Death Mastery: Hex spells like Kiss of Death & Cut Throat.
Escape Artist: This can be skills that detect traps, set traps off or trick a foe(s). Example Detect Ambush & Mirror Mirror
Duel Wielding: Throwing knives, daggers.

Skills
Kiss of Death: Energy Cost:10 Activation Time:1 Recharge Time:8. For the next 5...30 seconds, target foe attacks 50% slower, and that foe suffers Health degeneration of 2...10.

Cut Throat: Energy Cost: 5 Activation Time: 2 Recharge Time: 15. Teleport behind target foe and do 10...80 damage, plus foe bleeds for 5...10 seconds.

Detect Ambush: Energy Cost: 10 Activation Time: 1 Recharge Time: 8. Player can detect a trap, which is a ping on player's radar.

[Elite Enchantment]Mirror Mirror: Energy Cost: 15 Activation Time: 3 Recharge Time: 10. Player can animate four mirror images of him/her self. The mirror images start at level 1..18 an last for 2...10 seconds.

Last edited by Dragonblood; Nov 20, 2005 at 09:03 PM // 21:03..
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Old Nov 20, 2005, 10:40 PM // 22:40   #195
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Leap
5e 0 cast 0 recharge

leap a great distance in the direction you are facing. if you attacking a foe you leap to the foes location if in range.


this would be great for an assassin as a fast moving class. this would allow you to leap into combat and strike w/o notice. aslo great for escaping when you need to and prevents body blocks. with that great boost of speed there would a hefty cost with no recharge.


Impale Prone:
10e 8 recharge

attack skill. if impale prone strikes a knocked down foe your stike is a critical strike and does 10...25 more dmg. impale prone cannot be "evaded," "blocked," or "miss."
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Old Nov 21, 2005, 04:33 AM // 04:33   #196
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Quote:
Originally Posted by Aeon_Xin

Jesh,
You previously replied to my post with a supposed non magical solution, but you described a specific magic element in the answer.
What I meant was that it would take the magic out of the ASSASSIN class. Of course the robes are still magical, that's what I said. But the assassin wouldn't have to have magical powers to explain their invisibility.


Quote:
Originally Posted by Aeon_Xin
As far as inhuman speed and it's realism....Take any random computer/video game geek and put him in a fight with someone who know's martial arts real well, say for them it's a "profession". Then tell me that using the term inhuman speed is NOT realistic. The only speed factor known to a majority of the readers here is WPM, and most of us would be lying on the ground with several broken bones in a blink of an eye.
Quote:
Originally Posted by Aeon_Xin
Teleportation could just be Inhuman Speed
Granted this is a game, but moving fast enough to appear like as if it's instantaneous travel is pretty much not possible in real life.. I guess it'd work for guildwars though.



Quote:
Originally Posted by twicky_kid
Leap
5e 0 cast 0 recharge

leap a great distance in the direction you are facing. if you attacking a foe you leap to the foes location if in range.


this would be great for an assassin as a fast moving class. this would allow you to leap into combat and strike w/o notice. aslo great for escaping when you need to and prevents body blocks. with that great boost of speed there would a hefty cost with no recharge.

I can see the new flag runners already. Succor ftw.
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Old Nov 21, 2005, 05:01 AM // 05:01   #197
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Quote:
Originally Posted by jesh
What I meant was that it would take the magic out of the ASSASSIN class. Of course the robes are still magical, that's what I said. But the assassin wouldn't have to have magical powers to explain their invisibility.
I already Suggested that. Its a Magical Cloaks that grant invisibility. Cloaks can make your character become invisible but if your character Attacks, uses a skill, or takes damage (from AoE attacks). Cloaks should have a vast amount of counters.

Cloak counters can vary from something like Light of All Seeing which is above to something like true sight that allows only one character to target and attack a cloaked ememy but since cloaks end as soon as you take damage its just as effective. But some AoE skills already will cancel out cloaks like Bal's Aura.
Still Assassin's should be able to crush warriors.

Assasssin: It is just you and me Warrior everyone else died because of EoE
Warrior: I will crush you you sqwishy assassin.
Assassin: O ya (puts on a cloak)
Warrior: ARRRR where are you
Assassin: You'll never see me again (blinds warrior)
Warrior: AAA I CAN'T SEE WHERE ARE YOU (takes random swings)
Assassin uses backstab
Warrior: AAA o blindness is almost over
Warrior: o good now I can crush you stupid assassin
Assassin: You forget I can do something (uses Cloak)
Warrior:AAAAA NOT AGAIN
Assassin: aaa my spells are fully powered
Assassin blinds and then uses the full power of his spells killing the Warrior
Warrior: AAAA you cheap assassin, I HAD YOU, THATS BS
Assassin: Mybe you should bring res sig next time
Warrior: Whats res sig?
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Old Nov 21, 2005, 05:27 AM // 05:27   #198
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Assassin's Elusiveness - this is the natural ability of the Assassin to avoid attacks. In game terms it makes the assassin a little more difficult for the enemy to target. We can link this to their primary attribute.

Assassin's Elusiveness does a couple of things:
1. "Shrink" the "clickable" area for an enemy in PvP to target. With a higher primary attribute - the "clickable" area on the Assassin's body becomes smaller. (Recall, many people choose to make their monks as short as possible for the same reason - to make them tougher to target in PvP.)

2. Also it provides for a % chance (the % is a function of the primary attribute) in PvP for the enemy's "target" keys (e.g. target nearest, target next) will "fail" to target the assassin. Of course the enemy can just keep clicking the "target nearest", for example, (if the Assassin is nearest) until it works. In that sense, Elusiveness doesn't prevent the enemy from attacking - it just makes it more of a nuisance to target.

In PvE the same % is applied as a chance that an enemy who would have otherwise targeted the assassin will elect to target someone else.

Last edited by Xue Yi Liang; Nov 21, 2005 at 05:35 AM // 05:35..
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Old Nov 21, 2005, 05:46 AM // 05:46   #199
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I'm pretty sure its already been said, but dual weapon wielding (such as of weapons that normally only require 1 weapon slot) would be awesome, maybe some form of limitation to part of the damage, or a recumberance on that.
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Old Nov 21, 2005, 05:58 AM // 05:58   #200
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Quote:
Originally Posted by Xue Yi Liang
Assassin's Elusiveness - this is the natural ability of the Assassin to avoid attacks. In game terms it makes the assassin a little more difficult for the enemy to target. We can link this to their primary attribute.

Assassin's Elusiveness does a couple of things:
1. "Shrink" the "clickable" area for an enemy in PvP to target. With a higher primary attribute - the "clickable" area on the Assassin's body becomes smaller. (Recall, many people choose to make their monks as short as possible for the same reason - to make them tougher to target in PvP.)

2. Also it provides for a % chance (the % is a function of the primary attribute) in PvP for the enemy's "target" keys (e.g. target nearest, target next) will "fail" to target the assassin. Of course the enemy can just keep clicking the "target nearest", for example, (if the Assassin is nearest) until it works. In that sense, Elusiveness doesn't prevent the enemy from attacking - it just makes it more of a nuisance to target.

In PvE the same % is applied as a chance that an enemy who would have otherwise targeted the assassin will elect to target someone else.
Not a bad idea.. sounds like assassins will be a pain in the @ss no matter how they impliment them. For balance reasons, that'd probably be a skill like Charm Animal.
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