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Old May 31, 2005, 11:23 PM // 23:23   #1
Frost Gate Guardian
 
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Default New Profession:Juggler

Alright Right now the Juggler is just a working title, don't mock it too much.


Attribute Types
Agility(primary)
Juggling
Stealth
Envenom



Agility(Primary): Each point in this attribute would increase speed and attacking speed by 1%. there would likly only be a few skills if any under this attribute

Juggling:For every other point in this catagory past the 1st the juggler can 'store' an attack by juggling the weapon. So at one point here the juggler would stand there flipping one weapon up and down. at 3 he would toss 2. 5 points he would have 3 and so on. The skills in this catagory could then work from these stored attacks.an example Let Them Fly, a skill that lets you release all currently juggled items as one attack. There could also be skills that increase the rate that you can store attacks. There is also the possibility of allowing a stance skill that would allow the juggler to catch arrows or other items fired at it and either return the attack back at the source or it could send it to a random foe instead.

Stealth: No Inherit effect. The skills under this atttribute would follow the idea of stealth and perrsicion. there could be one that reduces your movement rate but also reduces your range of aggession. also ones that reduce your attack rate to increase damamge and or armor penetration. Basically you would be waiting for hte opening to stick between the armor or to hit a more damaging hit then a flesh wound.

Envenom: no inherit effect. The skills found here would fall under two main types. venoms that when applied to a weapon(mostly yours but maybe some allies too) would cause different status effects in your taget. The others would be buffs to apply to yourself or allies.


The Juggler would be a proffesion that for the most part would rever Lyssa(juggler) and Melendru(envemomer). Two of the lesser used Gods atm. For weapons they would use Throwing weapons like Daggers(piercing), small axes(slashing), metalic balls(blunt) and could even have a few elemental weapons like torches(watching the fire trails as the brands are juggled would be nice to watch). The Juggler would be able to Juggle weapons at the same rate at which he could have attacked. so if he stands still or doesn't physically attack an enemy he would put more instances of his equiped wapon into motion. Each instance would be a seperate attack so a skill that would let you send two items off as one attack would be similar to dual shot. two attacks hitting as one. it would also adopt attributes of stealth agility and envenomment. As for armor the types could actually be fairly varying but would be lighter armor regardless of the type to usitlize the skills that would go along with the profession. They could range from armor along the lines of a courtjester to that of a rouge or a thief. as with most armor in this game the differnt types would enhance differnt things.


I know some may find this idea odd at first but i urge you to stop and mull it over for a little while. In my way of looking at it this proffesion continues along ANets theme of making a class that differs from the standard rpg professions. I also would like to welcome any ANet dev to use any or all of this idea within guild wars.
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Old Jun 02, 2005, 04:59 AM // 04:59   #2
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Surprising no one bashing it or supporting it. thats odd
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Old Jun 02, 2005, 05:05 AM // 05:05   #3
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sounds like a fun addition i thought about a bard profssion myself to use musical skills to enchant enemies but i figured it would be too much like a mesmer
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Old Jun 02, 2005, 05:09 AM // 05:09   #4
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yeah in a lot of ways the mesmer is a mix of bard and illusionist classic classes
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Old Jun 02, 2005, 05:11 AM // 05:11   #5
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it was clever to put in a pre-emptive "don't mock too much" but I don't think that'll help. It's an interesting idea, maybe it might work better if juggle was a particular discipline of skills within a broader profession (like performer). This could also include singing spells, mime stuff, etc...
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Old Jun 02, 2005, 05:23 AM // 05:23   #6
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my only thought when i considered the same was that it would infringe a little to much on the mesmer persona which in a lot of ways is a theatrical performer.
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Old Jun 02, 2005, 05:53 AM // 05:53   #7
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This is an interesting idea but it draw on too much of the Final Fantasy aspect of gaming I have been trying to get away from. I agree that there should be more classes but I have yet to see anything that would truely be a great addition. While this is a great idea and was drawn out well, I don't see how it could add to the overall completed feeling that GuildWars has right now. Don't lose your drive to improve a great game just because of me. By the way, I really like the concept of Envenoming weapons for not just poison effects but other things as well. It could be a cool addition!
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Old Jun 02, 2005, 06:30 AM // 06:30   #8
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I like the idea of catching arrows, but I dunno about throwing them back....maybe if the juggler had a bow he could shoot em back...otherwise he can use the arrow as a melee weapon :P.
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Old Jun 02, 2005, 06:31 AM // 06:31   #9
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catching arrows would be a cool elite skill, perhaps it would function like a skill where the opposing ranger gets an immediate "curse" effect from being shocked at the feat... or if it were a magic projectile the same could be done with only a slightly tweaked animation.
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Old Jun 02, 2005, 09:18 AM // 09:18   #10
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Honestly I will tell you this idea came while i was standing around bored at work the other day and i could see the one juggling act out the window and they were juggleing 4 pins each and throwing 2 more between them for 5 total each. but with all the items and motion and they would throw out one in differnt ways like one out from the side or over the top that you don't know which was gonna leave the juggle. That was the whole start.

As for adding to the completed feeling. eh like i said i would like it if you use all of it or even if they just like teh idea of catching arrows and add that later as an additional skill for a class. but i find presenting an entire class more productive as there is more to discuss or come up with ideas for stuff under the attibutes or tweek in general.

as for the throwing there is no reason he couldn't throw it. its not gonna do the same damage as what it wouldhave if the ranger shot it but it could still do some damage.

yes i personally like the envenoming idea too and honestly i have to admit its probably the attibute we are most likly to see if anything is nessicarily taken from here. But then again i remember how goofy everyone thought the mesmer was gonna be....
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Old Jun 03, 2005, 04:27 AM // 04:27   #11
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sounds fun yet gay.
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Old Jun 03, 2005, 04:36 AM // 04:36   #12
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The ranger initially had stealth.
It was never implemented.
Draw your own conclusions from this.
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Old Jun 03, 2005, 05:32 AM // 05:32   #13
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That sounds pretty neat. I like how you can "store" more attacks by juggling the weapon longer.
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Old Jun 03, 2005, 09:59 AM // 09:59   #14
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Hehe, I would be juggling items all the time just to add to my storage space.

Probably the biggest problem with the class is the agility through. Speeding up attacks might be okay, but increasing movement speed constantly (not just activated through skills) might be devistating. 12 might not seem like a lot, but all you need is enough so that your opponents can't catch you.

But the juggling idea itself was nifty. I have been thinking long and hard about how to impliment a rogue class, and I was going to have an attribute line called "fool", and juggling would fit that perfectly. I have a number of ideas for a rogue class that I don't think would be overpowerful, but I haven't put it down on paper yet.

I also have a fairly well thought out (though not as developed as my ideas for rogue yet) idea for a witch class (which would allow for males to play as well---as male witches (not "warlocks". Warlocks are something else.)) Witches are spooky in that they can actually become more powerful (temporarily) when they die. They would have the longest ranged spells, almost all of a curse variety. They would have to carry the proper components for some spells. And they would be the physically weakest profession currently in the game.

Perhaps I will write these up and post them soon.

Each new profession must play a unique role in the game however. There is no point in making a new class a "mixed" class, since with primaries and secondaries we can already mix as much as we want.


Poppinjay


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Last edited by Poppinjay; Jun 03, 2005 at 10:11 AM // 10:11..
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Old Jun 03, 2005, 10:12 AM // 10:12   #15
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Haha, very nice. One thing this game needs are imaginative character classes, rather than more of your boring bog standard 'warriors' and 'rangers.'
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Old Jun 04, 2005, 04:55 AM // 04:55   #16
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Poppin jay>> you would be juggling your weapon. not items from inventory. You would say equip throwing daggers and you would get daggers criss crossing your chest but your would only be juggling daggers. Equip the balls and you juggle balls.

Juggling random stuff from invintory leads to a lot of questions on what damage it does and also making the graphics look right. I mean if you could do any item imagine what would happen if you pulled out a griffin wing?

As for moving faster there are already some enemies that can still catch you if your running. no reason that new enemy types wouldn't appear if this class hits that would have sprinting ability or just plain higher speed then your character. heck even if this class doesn't make it in there could still be fast creatures.

not sure i like the concept of witches though


Great Gjl>> Thanks that was part of my thought. Especially with mesmer in the game and sorta even with necro that more creative and unual classes would actually be more fun then your standard d&d style line up.
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Old Jun 08, 2005, 05:46 PM // 17:46   #17
Aug
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The profession concept seems very focused on the PvE side, and very little consideration seems to have been given for the PvP side. I don't think Stealth in general is a good idea. And as others have mentioned, even a 1% speed increase is powerful considering people are regularly moving around.
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Old Jun 08, 2005, 06:03 PM // 18:03   #18
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curious how it would not work in PVP could you please elaborate. I would think envenom alone would be sought after for pvp to induce all sortas of status affects benifical and harmful

yeah i know stealth is a bit hard, one of the reasons i tried to include percission attacks and such in it. as for speed, its possible.

but then again thats the point of posting ideas right to refine and improve. thanks
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Old Jun 08, 2005, 06:20 PM // 18:20   #19
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Quote:
Originally Posted by zman_acura
sounds fun yet gay.
lol. Yeah, we already have the mesmer. Anyway, sounds nifty, but I don't quite get it. Anyway, the queer combo would be the J/Me, which would be a specialist in making the opponents homophobic. BTW, im not bashing it. It sounds like a interesting idea, but I think they need new races before more human characters.
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Old Jun 08, 2005, 07:22 PM // 19:22   #20
Aug
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It's "precision".

And the speed issue, the primary trait, is why it wouldn't work in PvP. You can't give someone a permanent speed increase. Even just 1% is enough to make life very difficult for any Warrior.
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