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Old Nov 23, 2005, 08:59 PM // 20:59   #221
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oh god, it's gonna be warrior/assassin hysteria..i mean seriouly, dual-wielding warriors? ouch...and since it's all about balance. We should see how x/assassin would work...since come on an assassin/ranger will be a pain.
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Old Nov 23, 2005, 10:35 PM // 22:35   #222
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Jesh is right. Although some classes have dominance over thers, it is not because there is a 'vs' in the skill description. It is just how the class is designed. Obviously, mesmers can kill monks, where elementalists are the best to kill warriors. The first one is because monks have to cast a lot, giving mesmers the advantage. The second one is because warrior's armor is weakest vs elemental attacks. None of the mesmer skills say 'against monks' or 'vs monks', but it does imply 'vs casters'.

They will continue this trend, undoubtedly...
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Old Nov 23, 2005, 10:44 PM // 22:44   #223
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Quote:
Originally Posted by ethraax
nicky nightmare...
About the skill, then you would get a tank that uses sac skills to make sure that he maintains -50% health.

Might need to nerf that skill
thats why you make assassins and necs incompatible.....
besides it is simply a suggestion.......

Last edited by nicky nightmare; Nov 23, 2005 at 10:56 PM // 22:56..
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Old Nov 23, 2005, 11:11 PM // 23:11   #224
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incompatible???

???

That would be a direct violation of the fun of trying new combos!

*sigh* but you're right, its just a suggestion...
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Old Nov 24, 2005, 12:12 AM // 00:12   #225
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lol when i said incompatible i meant make there skills cancel eachother out in order to balance the combo...... though they should prolly do that with W/R first.......
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Old Nov 26, 2005, 01:07 AM // 01:07   #226
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Quote:
Originally Posted by nicky nightmare
lol when i said incompatible i meant make there skills cancel eachother out in order to balance the combo...... though they should prolly do that with W/R first.......
lol ever since IWAY everyone hates Warriors but anyways.

Signet Of Honour
Casting Time: 2 sec
Recharge: 5 sec

Signet: Your attacks deal 10-20% more damage but you cannot cloaks for 5-12 seconds

Disappear

Cloak for 4-7 seconds you cannot be targeted, cannot be viewed on the radar, and are invisible to oppenents and move 33% faster. Disapperar ends if you attack, touch a ememy, take damage or use a skill.
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Old Nov 28, 2005, 12:46 AM // 00:46   #227
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I got an idea for the First boss:

Marcolp Duel-knife

Elite: Duel Weild

Where he is: At the VERY start of the first new mission .
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Old Nov 28, 2005, 05:51 AM // 05:51   #228
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Sorry if I duplicated, but thread is a long read:
1)Attack Speed Attribute (the only reasonable primary attribute I could come up with). Straight forward... quicker attack speed on melee and bow.

2)Weak armor. Think elementalist.

3)Sword Attribute (II)--name it whatever, but something should make the sword and swordsmanship the top weapon. This would be an energy based weapon skills line that would focus on front loaded damage (big bang...recharge). The idea would be to balance this with the warrior attribute line, so together you would have a rather complete swordsman.

4)Knife line, second weapon line. Two handed...well a knife in both hands. Think Wheel of Time's Thom the Gleeman, a seemingly endless set of knives that can be used from range and touch. Powerful up close yet also useable at "half-range". Low damage but noticable faster than a sword. Speed allows quick skill combos and spike damage.

5)Loner buffs: If there are no friendlies within a range--aggro circle or radar depending-- you can self buff (heal, regen, energy regen, speed, recharge). Aggro circle would give you "baby buffs" (quick heals, etc.), while empty radar means you get some fairly nasty long lasting buffs. Some would last only while no one is in said distance and others would work for a set time. Basically this promotes some loner behavior as would be expected from an assasin and would be a boon to PvE solo players (which is only right).
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Old Nov 28, 2005, 11:55 PM // 23:55   #229
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Assassin's Furry
Casting time: Instant
Recharge: 15

Stance
For 5-10 seconds whenever you strike in Melee you attack 5% the next attack.

This effect would grow as you attacked more may need to lower its power.

I also think for the Pre-sear starting task or whatever mission that you should hide and try to take out someone once he comes and his "guards" leave that you appear and attack.

Quote:
Sorry if I duplicated, but thread is a long read:
No 10 pages isn't long
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Old Nov 29, 2005, 01:07 AM // 01:07   #230
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so basically the idea is copy the rogue class out of WoW?
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Old Nov 29, 2005, 01:13 AM // 01:13   #231
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Quote:
Originally Posted by Cat Tabby
so basically the idea is copy the rogue class out of WoW?
I've never heard of the rogue class is it like this?

I've never played WoW
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Old Nov 29, 2005, 01:25 AM // 01:25   #232
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Quote:
Originally Posted by Guardian of the Light
I've never heard of the rogue class is it like this?

I've never played WoW
Yeah pretty much. It has stealth abilities; lots of very powerful finishing moves; sap abilities; some attacks must be made from behind etc etc

Its very hard class to play well; but very rewarding if u can. I don't play it personally, but a lot of the best pvp players in WoW are rogues; at least on the server i am on.

It will be interesting to see how the GW equivalent works out.
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Old Nov 29, 2005, 01:31 PM // 13:31   #233
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its difficult to fill a niche that the rangers dont already fill, ot that the warriors dont fill, so i think more imagination is required above poison daggers.

in terms of waht the assasin would be like, i think lithe, possible with cloak abilities and the bility to be untargetable for short peroids of time.
The ability to let them move in areas that others cant is nice. i think relying on condition based attacks like warriors is too similar, as is adrenalin.

ok, so weak armour, increased speed, focusing on dodging dmg rather than enduring it, and of course dual wieldng, i dont think Anet as a choice as far as thats concerned.

my ideas would be utilising the second weapon in more interesting ways, how about a pin down style attack, were u throw ur dagger/sword into their leg, their crippled, but u lose one of ur weapons till u take it back.

Throws and counter attacks fit in nicely, but decieing the enemy could be another avenue, such as decoys on the radar (useful in gvg) or cloaking on the radar/cloaking from vision.

a whip style weapon, PoP style, its difficult to say what kinda weapons this assasin might have, wether it will be arabic style, asian or western as is much of the rest of the game. traditionally assasins are seen as the enemy of the samurai warriors, where the assasin used evrything in his power to overcome the enemy, wether that be dust in the eyes or using the enemys own swords against them, a disarm skill?

i think a good skill/attribute is agility. being able to attack while continuing running would be really useful. however i think the more likely 'unique' attribute will be stealth, which was originally gonna be for rangers.

the only thing i hope they avoid while making more professions is either making them a too much of a jack of all trades, or doing things which other classes already do. i hope they bring in some new conditions whih are assasin specific, paralysis would be a powerful one, and a really diifenrent way of playing. sorry bout the long post, and i proberly went off topic a little...a lot back there.....
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Old Nov 29, 2005, 05:08 PM // 17:08   #234
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Massive brainstorming session has gone on here . I think there's more good suggestions in this thread than I can count... You've made me a lot of work presenting your ideas to the devs!

I've really enjoyed reading this thread, and will continue checking back regularly as long as you keep presenting new ideas. Keep up the good work, and keep enjoying working together on developing the ideas.
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Old Nov 29, 2005, 08:42 PM // 20:42   #235
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Remote Detonate{e} Skill 10e, 3s cast, 45s recharge

Assassin casts steel balls in a n1...n2 radius detonating all traps within that radius. Caster is easily interrupted while using this skill. Effects of traps are not diminished.

Last edited by MSecorsky; Nov 29, 2005 at 11:23 PM // 23:23..
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Old Nov 29, 2005, 11:19 PM // 23:19   #236
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Here are A few skill ideas ive cooked up. I have not included energy/adrenaline cost and casting/recovery time because it should be up to the wonderful people at A-Net to keep PvP and PvE balanced

Some of the skills here deal with % invisibility. I belive that either being visible or invisible is too drastic, there should be varying degrees of invisibility. While 100% invisible, you would not be able to be seen by enemies and would not appear on the radar. As the % invisibility decreases you are able to be seen more (transparency effect) and would appear on their radar if you got too close. If you have ever played The Elder Scrolls III: Morrowind, you know what im basing this idea on; the chameleon spell.

Another idea I have really wanted to tell the Devs is my idea for Multi skill spells. To show you what I mean, ill give an example.

Dust Tornado, Spell
Call up a Dust Tornado at target foe's location for (10-20, Air Magic) seconds. Target foe and foes nearby are dealt (5-20, Earth Magic) earth damage per second. Foes hurt by this spell are blinded when the spell ends for 10 seconds. 25% chance of failure with an earth and air magic total of less than 15

Its a powerful spell, but only If you have high levels in both air and earth magic. The damage delt is determined by your level in earth magic and duration is determined by Air magic. Now on to my Assassin techniques!

EDIT: It has been brought to my attention that some of my skills are broken, so I have decided to leave the values up to any Devs who may want to use this, in addition to energy cost, upkeep and so forth. Heres a Key
X= Variable ammounts of time, damage, and %s
Y=Definite ammounts of time damage, and %s



1.Nerve Gas, Skill
- Touched foe is knocked down for Y seconds. 50% chance of failure with _________ of level 4 or less.

2.Flashbomb, Spell
- Nearby foes become blinded for Y seconds and 1 skill is disabled at random from their skillbar. 66% chance of failure with __________ of 6 or less.

3.Twilight Strike, Skill
- Teleport to target foes location to attack. If successfully hit, target enemy is dealt an extra X damage and is knocked down for 1 second for each condition they are suffering from.

4.Kunai of Death, Hex
- Throw a kunai at target foe. If hit, the target foe is struck for Y damage and cursed for X seconds. If target foe dies while cursed, that foe cannot be ressurected for X seconds.

5.Cloak of Shadows, upkeep Enchantment
- You become 100% invisible. This ends immedietly if you attack or use a skill. 66% chance of failure with _________ of 8 or less.

6.Shadow Form, Elite Enchantment
-You become X% invisible for X seconds. All physical damage delt to you is reduced by half. All damage delt by you becomes Shadow damage, and all Shadow damage delt to you is negated. If you take Holy, Lightning, or Fire damage in excess of Y, this enchantment is immedietly removed and you become blind for X seconds.

7.Disable Traps, Spell
-All nearby traps are destroyed. 50% chance of failure with _______ of 4 or less.

8.Walking On Air, Enchantment
-Your running speed is increased X% for Y seconds. Traps are not triggered while this is in effect.

9.Fake Trap, Trap
-This trap does not activate when triggered. If this trap is destroyed then the person who destroyed it is delt X shadow damage.

10.Gullotine Cutter, Skill
- Target attacked foe is dealt an additional X damage and suffers from bleeding for X seconds.

11.Shadow clone, Skill
-Create a shadow clone of yourself. This shadow clone cannot deal damage. This shadow clone has the same armor, health, and appearance as you. The shadow clone will attack any enemy you target and will follow you wherever you go. When the shadow clone dies, all of your skills are disabled for Y seconds. This spell has a 75% chance of failing with a _________ of 9 or less.

12.Shuriken/Kunai Barrage, Skill
-Throw X shurikens/kunais at target foe. Each one deals Y damage if it hits. If Y or more shurikens/kunais hit, target is knocked down for Y seconds.

13.Fear, Elite Spell
-Target foe cannot move or attack for X seconds. Only Assassin primaries can use this skill.

14.Kunai of Confusion, Skill
-Throw a Kunai at target foe, if it strikes, it deals X damage. If the target was using a skill, it is interrupted and the foe is now dazed for X seconds.

15.Execution, Elite Skill
-This move can only be used if target foe's health is below X%. Target foe dies and cannot be ressurected for Y seconds. Only Assassin primaries can use this skill.

16.Counter, Stance
-This stance lasts for X seconds. If you are struck for melee damage while in this stance, it is negated, and the persion who delt the damage takes X damage instead.

17.Kunai Trap, Trap
-When triggered, X kunais will fly from the sky, striking target area dealing Y damage each. there is a Y% chance of kunai strike causing bleeding for Y seconds.

18.Doppleganger, Skill (upkeep)
-Create a doppleganger of target foe. This doppleganger has the same equipment, health, skills, and appearance as target foe. The doppleganger will only attack the target foe. If the doppleganger dies, then all of your skills are disabled for Y seconds. This spell has a 75% chance of failing with a _________ of 9 or less.

19.Feign Death, Skill
-You feign death. Y seconds later, you are ressurected with the same health and energy as when you used this skill. The ressurection in this skill is not effected by effects that postpone or prevent ressurection other than this skill. there is a 50% chance of failure to ressurect with a _________ of 8 or less.

20.Focus, Skill
-For X seconds, skills take Y seconds less to recharge.

There, an even 20 ideas for you guys, that hopefully you won't find too broken to use. Thank you for reading my ideas.

Last edited by TwilightOblivion; Dec 01, 2005 at 03:03 PM // 15:03..
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Old Nov 29, 2005, 11:51 PM // 23:51   #237
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do u think assassin needs scout skills like summon spy that can spy for 10 sec farther than the group or the assassin himself?
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Old Nov 30, 2005, 02:12 AM // 02:12   #238
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Quote:
Originally Posted by Alex Weekes
Massive brainstorming session has gone on here . I think there's more good suggestions in this thread than I can count... You've made me a lot of work presenting your ideas to the devs!

I've really enjoyed reading this thread, and will continue checking back regularly as long as you keep presenting new ideas. Keep up the good work, and keep enjoying working together on developing the ideas.
Its nice to know that the devs are looking at this thread . Anyways I'm starting to run out of ideas but.

Monk Slaying Stance

Stance. For X seconds you deal X% more damage to Monk primarys.

Warrior Slaying Stance


Stance. For X seconds you deal X% more Damage to Warrior Primarys.

And there is one for each profession however I think that something like Monk Slaying Stance should be weaker then Warrior Slaying stance because well Monk Slaying stance would be more useful.

TwilightOblivion your skills are a bit too powerful and also Pin Down is a ranger skill that existed already try a different name

Quote:
do u think assassin needs scout skills like summon spy that can spy for 10 sec farther than the group or the assassin himself?
How exactly would that work? good idea thou

Anyways I'll post one last post when Chapter 2 comes out of all the skills that Anet took and put in the game.
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Old Nov 30, 2005, 02:24 AM // 02:24   #239
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Ya, I guess my skills are a bit overpowered, im gonna edit them to seem a bit more reasonable, and ill change the name of pin down.

EDIT: Pin Down has been changed to Nerve Gas, I have changed the values of the skills to Xs and Ys, so that I cant overpower them. I have also added another 10 skills to the list.

Last edited by TwilightOblivion; Nov 30, 2005 at 03:57 AM // 03:57..
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Old Nov 30, 2005, 03:08 AM // 03:08   #240
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Didn't really get a chance to read the whole thread but, did someone already recommend throwing weapons like shuriken/kunai???? That would help differenciate the class more (kinda like a ranger but with less dmg, less range, and faster attk spd)...

Some more suggestions regarding skills: (probably been posted already)

-maybe a passive skill for where the higher the attribute, the more likely it is to evade an attack or be invisible to a target


-dual weilding would be nice as well... kinda like a choice between a warrior (axe/swd/hammer), an assassin can maybe choose between throwing dagger/dual weild jinsoku dggr


-maybe throw in some ninjutsu magic skills like cloning one's self or something of the sort...




suggestions on aesthetics:


-have choices on armor like on warriors (if you wanna look like a viking, barbarian, or knight, etc...) maybe assassins can choose armor that looks like a certain archetype (theif, ninja, etc..)

-Gotta have some baggy ninja pants!!!! (no seriously, I'm not kidding)


-helmets: maybe choice range from Raiden style hats, to eye patches w/ bandanas, to ninja masks with head protectors, etc.... maybe even a fully covered traditional ninja mask ;p


-different running animation (i nominate the Tengu/avicara style run animations!)


-different attack animation, maybe using Tengu/Avicara animations as well (underhanded)


-maybe add in some normal looking hair for the males? Semi-spiky hair would be a nice choice too...
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