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Old Dec 13, 2005, 12:21 AM // 00:21   #321
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They're mostly likely not going to raise the cap but I'm not too sure.

Its good we have some we people with ideas after 13 pages I thinks I'm clean of ideas .
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Old Dec 13, 2005, 05:21 AM // 05:21   #322
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Quote:
Originally Posted by Rikimaru
Oh my god... there are too many problems with that post to point out.
Argue mechanics or just walk away.
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Old Dec 14, 2005, 04:34 AM // 04:34   #323
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How about slots for quick using equipment (using skill slots for it)

Alchemy/pyrotechnics/

the assasin gathers components (or buys certain mixtures) that can be "cast" /used from inventory using these item slots on skill bar for varius effects

recepies & gear would be found through quests as rewards or discoveries or purchused at certain locations

shurikens, smoke bombs, caltrops etc
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Old Dec 14, 2005, 07:18 PM // 19:18   #324
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Quote:
Originally Posted by Roupe
How about slots for quick using equipment (using skill slots for it)

Alchemy/pyrotechnics/

the assasin gathers components (or buys certain mixtures) that can be "cast" /used from inventory using these item slots on skill bar for varius effects

recepies & gear would be found through quests as rewards or discoveries or purchused at certain locations

shurikens, smoke bombs, caltrops etc
That's exactly what I hope doesn't happen... has anyone played Final Fantasy XI or WoW?
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Old Dec 15, 2005, 03:02 PM // 15:02   #325
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Quote:
Originally Posted by Rikimaru
That's exactly what I hope doesn't happen... has anyone played Final Fantasy XI or WoW?
Actually no I haven't. Some good ideas here.
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Old Dec 15, 2005, 04:45 PM // 16:45   #326
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Quote:
Originally Posted by darkdragon99
i think the assasin should have 3 energy regen and 30 energy after armor i mean come on the reason the assasin needs the added energy is to use said evade skill they will be in melee range so it's far from a ranger clone


Dodge

Escape

Lightning Reflexes

Whirling Defense

Dryder's Defense
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Old Dec 15, 2005, 04:58 PM // 16:58   #327
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Ok, I'm sure some of this is already out here, but I don't want to read all 13 pages (so sue me). here's what i envision for the assassin. sort of a "spirit warrior" using his/her chi to evade/resist damage and score critical hits/interrupts. my description isnt complete, but it should give you an idea.

Armor:
70AL + 10AL vs Physical
3 pip regen
25 energy base

Special items (intended only for Assassins):
Dagger, off-hand
cannot be used for normal attacking, but can be used in some dual-wielding skills (see below) and for parrying
inherent benefit could be chance to block and/or +energy (but not up to +12, more like +6 max)

primary weapons would typically be sword/axe

Attributes:
Chi Mastery (Primary) -- for each point in Chi Mastery, you gain 2% chance to "evade" attacks and 2AL. Some skills, particularly those dealing with evading enemies and preparing for attacks, are improved with higher Chi Mastery.

Distraction -- No inherent effect. Some skills, particularly those dealing with distracting or disabling enemies, are improved with higher Distraction.

Dagger Mastery -- For each point in Dagger Mastery, while wielding a dagger, you gain 2% chance to "block" attacks. Some skills, particularly those dealing with parrying or dual-handed attacks, are improved with higher Dagger Mastery.


Chi
works like adrenaline, but you gain chi when you strike, "block," or "evade," and you lose chi when you are hit

Sample skills:
Chi Resistance -- stance -- 5e, 30r
for 10...18 seconds, all damage is reduced by 10...40% and also by 5...15 points
attr: Chi Mastery

Chi Speed -- stance -- 5chi, 30r
for 10...18 seconds, your movement and attack speeds are increased by 25%
attr: Chi Mastery

Chi Shield -- Elite stance -- 10e, 60r
for 10...18 seconds, all damage is reduced by 20...75% and also by 10...24 points
attr: Chi Mastery

Teleport -- Spell -- 25e, 1/4c, 60r
teleport 120 feet forward in the direction you are facing. all your skills are disabled for 12...2 seconds (to keep non-assassins from using this...)
Attr: Chi Mastery

Telestrike -- Elite Spell -- 20e, 1/4c, 60r
teleport to target foe and strike for 15...60 damage. all your skills are disabled for 12...2 seconds.
Attr: Chi Mastery

Chi Heal -- skill -- 5chi
Heal yourself for 20...70 points
Attr: Chi Mastery

Chi Focus -- Attack skill -- 8chi
This attack, if it hits, is a critical hit, and target foe's action is interrupted
Attr: none

Spin Strike -- Stance -- 5e, 10r
For 10 seconds, while wielding a dagger, the next time you would be struck in melee, the attack is "blocked" and you strike for 10...40 damage
Attr: Dagger Mastery

Dagger Parry -- Stance -- 8chi
For 10...18 seconds, while wielding a dagger, you have a 50...80% chance to "block" arrows and magical projectiles. Arrows and magical projectiles blocked in this way have a 0...20% chance of returning to the attacker.
Attr: Dagger mastery

Dagger Feint -- Skill -- 10e, 10r
Feint with your dagger, interrupting target foe's action. If that action was a skill, that skill is disabled for an additional 20 seconds.
Attr: none

Jugular Strike -- Elite Attack Skill -- 5chi
Feint, and strike with your dagger, dealing 30...80 damage and causing target foe to suffer from bleeding and deep wound for 16...30 seconds.
Attr: Dagger Mastery

Smoke Bomb -- Skill -- 15e, 2c, 45r
Launch a smoke bomb at target foe. Target foe and all foes in the area (earthquake/shout range) are blinded for 5...12 seconds.
Attr: Distraction

Flash Bang -- Skill -- 20e, 2c, 60r
Launch a flash bang at target foe. Target foe and all foes in the area are dazed for 8...16 seconds
Attr: Distraction

Rake Eyes -- Skill -- 5e, 5r
Rake your dagger across target foe's eyes. Target foe is blinded for 5...15 seconds.
Attr: Distraction


the original idea was for it to be a lot like a Jedi Knight, but without the copyright infringement. but it needs to be a bit more complicated for GW, each profession should be able to do multiple things. this clearly isnt complete (only 3 atributes?!) but it should give the flavor i think.

Additions / feedback welcome!
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Old Dec 16, 2005, 01:55 AM // 01:55   #328
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Why is everyone worried about creating a melee ranger clone becaue we want the assassin to have 3 pip energy reg and armor similiar to ranger.

Gee the Elementist and the Monk have the same AL and energy rengeration and they seem like two clones /endsarcasm
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Old Dec 16, 2005, 02:02 AM // 02:02   #329
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what you want to make a war clone with less armor and faster attack speed you might as well give all of there skills to adrinal and have no engery skills and take out there energy pool all together
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Old Dec 16, 2005, 03:22 AM // 03:22   #330
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Quote:
Originally Posted by Guardian of the Light
Actually no I haven't. Some good ideas here.
My point is that in those games it's very annoying to have to pay a lot of money to use a lot of your skills, which arent even any better than the skills of the other classes/professions who's skills are all completely free.
It's not real bad, it's just pointlessly irritating.
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Old Dec 16, 2005, 11:50 AM // 11:50   #331
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Some Ideas had for skills, and weapons. Sorry if I'm repeating anyone, I'm tryign not to.

Skills
Find weakness: Melly (Dagger) Attack, 30% slower than normal attack but ignores 50% - 90% of targets armour. "The assasin looks for weaknesses in armour before launching the attack."

Distract: Inderct area based, Makes phantom target appear on radar PvE enemys react. "By throwing stones the assain can draw his enemys to a given lcation."

Disguse: Hiding skill, For 5-20 seconds assain appears to be an NPC (shown on radar and when tagreted as townsfolk also has cloths of generic townsfolk.) "The asasin digusies himslef to get closer to his target."

Invisibility: Hiding skill, For 2-10 seconds Player is invisbile (bouth on radar and in game) Broken if caught in attack or moves, but can lauch indierct attack skills.

Sneak: Hiding skil, For 5-20 seconds the player dose not appear or radar and is herder to spot (partialy transpaernt) but can be targeted. Broken after attack or skill used.

Final strike (sp): Attack, If killed while this is on asasins corps explodes and causes damahge to nearby enemys.

Sly hands: Disarming attack, at close range can make target enemy drop equiped weapon. (weapon is reserved for target NPCs can pick up)

Human shield: ???, Uses near by corps as a shid to absorb 20% - 50% of incomeing attacks lasts for 3-10 seconds.

Snipe: Ranged attack, Next ranged attack canot be dodged or miss, has 20% more range, and strikes for 50% more dammage but takes 5 seconds to setup. (think more powerfull one shot version of read the wind)

Backstab: Distraction, Player appaears (on radar and in game) to jion attack team/ cherekters for 15-40seconds. Can take damag from bouth teams.

Poisond tip: Attack, Next attck causes poisoning for 10-20 seconds.

Poisoning: Aerea attack, Cuases all players that are being healed in target area to become poisoned for 5-10 seconds (also brakes healing)

Weapns:
Crossbow 2 handed higer maxdamage than other bows. 100% acurasy.
Upgrades: trigger, limbs.
Blowgun 1 handed max damage 20 max acurasy 85%
Upgrades: Shaft, dart.
Dagger: 1 handed 18 max damage
Upgrades: Hilt, blade.
Garrot: 2 handed 100 max damage ignores 30% armour 30% slower attack rate when usieng.
Upgrades: Wire, handle.
Throwing knives: 1 handed, 18 max damage max accurasy 70% (higher rate of fire than bows)
Upgrades: tip, blade.
Parrying dagger: used in off hand 20% chance to block mele attacks, can be used for dagger attacks when other weapon equiped.
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Old Dec 17, 2005, 12:47 AM // 00:47   #332
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[QUOTE=slimdim]Backstab: Distraction, Player appaears (on radar and in game) to jion attack team/ cherekters for 15-40seconds. Can take damag from bouth teams.
[QUOTE]

LOL that name has been used 1000 times on here
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Old Dec 18, 2005, 10:39 PM // 22:39   #333
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if this assasin ends up too much like a ranger i will not be pleased...

anyway, the TYPE of skills needs to be similiar to ones already in teh game.
Sure having a radar blocking ability or anti enemy aggro will be coool, but it wont fit in the game mechanics.

Arena net have made a mistake in putting in a new character unless they deliberately left gaps in the original game (which seems unlikely as the game rules, exept mesmers should be better :s )

If arenanet try to force a new class in that they had'nt previously planned the game to contain, it will gay the game in the anal.

Despite this arenanet have rocked at keeping the characters diverse and balanced up until now, so by all means they could introduce the assasin sucessfully.

Sorry about my rant and my probable bad english, im in a quick scribbly mood
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Old Dec 19, 2005, 01:15 AM // 01:15   #334
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I haven't read the whole thread (sorry) but I had an idea I thought was okay.

Call condition- scout (new assasin ability, like stance, or enchantment), When used on target enemy, all conditions, hexes, enchantments, health and energy appear in the team chat channel.

Not sure what sort of cost or recharge time would suit it though.
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Old Dec 19, 2005, 03:18 AM // 03:18   #335
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Lightbulb can u say ouch?

if assassins get evade, i can smell a nice combo comign up..--

Necor/Assassin

Attributess: spread throughout evade, curse, soul steal

Skill set:
-Any evade skills that work on self
-Price of Failure

How to use:
If u havnt guessed yet, use price of failure onn someone attacking u. IF evade and Price decide to stack, then u mite have a nasty lil combo on ur hands. Allows a normally weak necro to get up close, and makes a nice lil tank. Also, think about the running possibilities? run to droknars no problem if enemies cant hit u. Wouldnt work if evade becomes primary skill tho, cuz with the amount of hexing and skills ull need to do, ur gonna need the mana.
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Old Dec 19, 2005, 03:30 AM // 03:30   #336
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then again, my above combo wouldnt be allowed to happen uunless it was nerfed like hell, that has way too much possibilites
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Old Dec 19, 2005, 03:36 AM // 03:36   #337
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the assassin profession should be completely differnt from all the other professions so it makes the game more intres
ting
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Old Dec 19, 2005, 03:48 AM // 03:48   #338
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i want it to be a completely diff also, but it shouldnt be unfair lol
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Old Dec 19, 2005, 11:23 AM // 11:23   #339
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Default The role of the Assassin

This is my second language, so please be patient ppl!

Primary Attribute
I agree that the primary attribute would be speed, increasing evasion and attack rate.

Energy
The assassin would have a rather high energyrate. Its primary strength would be the use of skills, rather than brute force.

The role of the assassin
In the most rpg games the assassin or rouge are very weak in 1 to 1 combat, but very strong when it attack behind the back of its victim. I think that it would be rather strong, facing the opponent as well. Not by rawstrength, but thanks to the usage of skills and speed. You wouldn´t be hopleless, facing a foe without being invisible or in an other way, hidden. Ofcourse, the backstab bonus is rather important, but this would mean, that it wouldn't need to be that high as in the most rpg games I have played. In wich the damage sometimes increases ten times, from face to face attack to backstab. This would make the assassin funnier to play. And this would make the class more usefull; when you play with other persons, rather than with henches, you are fighting more alone, they are ofcouse, not supporting you every moment you are caught flattfoted.
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Old Dec 19, 2005, 10:09 PM // 22:09   #340
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Some possible Stance Breaker type of skills

Unblocking Hand:
15e| 2c | 45r : In T seconds, your attack can not be dodge, block, or Parry.

Low Swipe:
10e| 0c | 30r : If target is in a Stance, target will be knock down and suffer X extra points.

Stance Breaker:
15e| 2c | 30r : Break the Current Stances the target is in.

Knee Breaker:
15e| 1c | 45r : Cause Cripple, and Target can not do Stance Skill in the next T seconds.

Trade Stance: (e)
15e| 1c | 45r : If target is in a Stance, it would end the effect for it, but you would take on the effect of that stance for the duration.
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