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Old Jul 20, 2005, 05:03 PM // 17:03   #21
Ascalonian Squire
 
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Yea, I like the Martial Artist Idea, there should be some other form of Melee character available to play.
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Old Jul 20, 2005, 05:25 PM // 17:25   #22
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I liked Ba Ne's idea.

Gearfire might have something if he put more effort into it.

If you were to "dual weild" your primary hand would do same damage but other hand would to something like 45% damage and everypoint you had into w/e attribute would riase that damage by X amount.

Of course these guys would do tons of damage, same attack speed as a warrior, bot you have to make their armor the same as an eles, or maybe even a monk...

Now onto the lancer idea, I would have to say this would be cool of they could be a slow damage dealer, like one skill would add +50 dmg but take 10 energy or 8 adren... make their armor the same as a warriors make them attack slower. Axes/Sword compared to Lance.. Think about it. I dunno about added atribs but the Primary could be something like "Endurance" Makes you take less damage...

Now that I read over it, sounds like the Lancer would lick balls for PvP...
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Old Jul 20, 2005, 05:32 PM // 17:32   #23
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While we're in the oriental mode... we can take the Ultima Online approach and go with new classes based on traditional Japanese professions.

Samurai:

(with this would be the introduction of 2 handed swords and spears and other polearms, personally I still don't understand why there weren't any polearms in the original release)

Attributes:

Akido (defensive skills, or skills that backfire enemy attacks)

2 handed sword mastery

Polearms Mastery

Bow Mastery

primary attribute: honor (+1% attack speed +1% attack power)

Max energy: 25 Max health: 480

Max armor: 75
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Old Jul 20, 2005, 05:52 PM // 17:52   #24
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I don't see why there cannot be summoner/conjuror class. Here I go

Primary - Any positive health, damage or energy modifiers and summoned, animated or charmed last 1-16% longer

Summon - Take a guess, it simply just makes your summons stronger/last long
Shift - Shapeshifing, affects the amount of time of shapeshfting
Weapon Veils - Changes affect of weapons to do different types of dmg or have new effects.

Weapon - The stuff thats already avaible
Armor - Nothing special, just like any other class
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Old Jul 20, 2005, 05:53 PM // 17:53   #25
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I like the Samurai idea better than the Lancer, The Lancer idea is good.

Its just not well thought through yet =/

Ditch the Bow mastery attrib.
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Old Jul 20, 2005, 05:54 PM // 17:54   #26
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Quote:
Originally Posted by BurningPants
I don't see why there cannot be summoner/conjuror class. Here I go

Primary - Any positive health, damage or energy modifiers and summoned, animated or charmed last 1-16% longer

Summon - Take a guess, it simply just makes your summons stronger/last long
Shift - Shapeshifing, affects the amount of time of shapeshfting
Weapon Veils - Changes affect of weapons to do different types of dmg or have new effects.

Weapon - The stuff thats already avaible
Armor - Nothing special, just like any other class
Weapon Veils would effect you or the summons?
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Old Jul 20, 2005, 06:13 PM // 18:13   #27
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I love the martial artist idea.

Just have really low armor.

Im working on a 2handed weapon class

the Sumoner would put Death Necros out of buisness.
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Old Jul 20, 2005, 06:18 PM // 18:18   #28
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I Like the ideas of Samurai and Summoners, a nice idea for summoners would be to have each attribute be for a different kind of summon, like undead, elementals, creatures, and spirits. And then the primary attribute would be something that includes skills for buffing your summons, adding to the summon attributes which would have a couple pet attack style skills. For limiting how many summons you can have, you should be limited to having only one at a time, which does not degenerate like a necromancer minion, but is neither permanent like a ranger pet, undead summons would require corpses, etc... the exception would be certain summons that are weak enough that you can have 2 weak summons at once. The spirits would be somewhat similar to ranger spirits, but have different effects, such as increasing hp or mana for the whole party, giving the person controlling the spirit a bit of mana regen, maybe even a spirit that can cast a few weak spells, such as orison of healing or some damage ones. Also, the spirits would follow you like a normal summon, instead of being a stationary, and temporary item.

Also, most spirits would count as weak summons, and their benefits would be weak enough to not be overpowered.
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Old Jul 20, 2005, 06:21 PM // 18:21   #29
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Along similar lines as the summoner, I like the idea of a shape-shifter where various skills are various creatures you can become, and there are some skills you can only use while in certain shapes.

Also, an assassin could be a good class...mix between melee power and deceptive spells...
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Old Jul 20, 2005, 06:27 PM // 18:27   #30
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Quote:
Originally Posted by Jaeld Alteir
Along similar lines as the summoner, I like the idea of a shape-shifter where various skills are various creatures you can become, and there are some skills you can only use while in certain shapes.

Also, an assassin could be a good class...mix between melee power and deceptive spells...
Problem with the assasin would be there would be no counter it, all games with assasins have something to counter it, such as skills to detect sneaking assasins, etc...
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Old Jul 20, 2005, 06:34 PM // 18:34   #31
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The martial artist is a good concept, but there is no way that EVERY attribute should give a bonus to something. It would be completely overpowered. Maybe the primary attribute, but that's it.
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Old Jul 20, 2005, 06:37 PM // 18:37   #32
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I dislike the Martial artist and the Summoner, they would both be either to overpowerd or useless to the build....

/sign Samurai
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Old Jul 20, 2005, 06:40 PM // 18:40   #33
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The summoner wouldn't put the necro out of business, assuming that ANet plans to give necros more skills hehe.

The summoner would only be able to keep a certain amount of summons alive at a time, maybe 1 or 2 so it wouldnt be overpowered. The weapon veil idea would work on yourself, sorta a shapeshift for your weapon.

But I don't think ANet would go for something so generic for an expansion pack, need some special made up new classes no one has ever seen in any other game.
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Old Jul 20, 2005, 06:49 PM // 18:49   #34
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I'd like to second the SUMMONER class.

For example, you could specialize in types of creatures:

Reptile
Mammal
Undead
Spirits
Birds

Each could have their own PET as well, works just like the ranger pet, only you have to cast him every time you enter a area, and if he dies you cannot recast him him until a new instance or a period of time.

In addition each type of animal would have various animals in it's class, low level spells cast low level creatures, and the ELITES would be larger more advanced creatures. Also, depending on how many points you put in each animal attribute the length of time that the creature would increase, as would the hit points.

For Example here are some skills from the REPTILE attribute:
Dune Lizard - Just like the pet
Minor Wurm - Produces a wurm that attacks when an enemy walks over the casted area
Snake Staff - You now weild a 11-22 staff for X seconds that has a 10% to poison the enemy.
Skale Fin - Produces a Skale Fin
SandWurm - Produces a Sand wurm that attacks when an enemy walks over the casted area, +20 ar and +30% damage if casted in desert areas. (like a trap)
Dragon (ELITE) - Produces a dragon of random type. 25% He attacks you in attribute is under 10.
Skale Fins (ELITE) - Produces 5 Skale fins that fight against your enemies until death

Here's the catch... absoltely NO weapons. Each SUMMONER must hold in their primary hand a casting item, and cannot use it to attack! The off hand can still be used for focus/secondary items.

Anyway, you get the idea!
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Old Jul 20, 2005, 06:59 PM // 18:59   #35
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Ninga:
melee: fist/kick moves (brass knuckles)
ranged: stars, air darts (poison, sleep)
stealth attack

Horse man:
(warrior on horse)
melee: lance/sword attack, horse back kick, horse stomp

Magacian:
Merlin looking: long cape, Pointed hat
Spells:
disappear- causes surpise damage bonus
morp- change a monster into something else (less deadly) for x sec, can also change ranger's beast into a stronger creature
magical shields- protect self or party
animate object- bring to life a plant or rock for x sec

Last edited by ChoKILLate[FDG]; Jul 20, 2005 at 07:04 PM // 19:04..
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Old Jul 20, 2005, 07:03 PM // 19:03   #36
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Quote:
Originally Posted by ChoKILLate[FDG]
Ninga:
melee: fist/kick moves (brass knuckles)
ranged: stars, air darts (poison, sleep)
stealth attack

Horse man:
melee: lance/sword attack, horse kick

Magacian:
Merlin looking: long cape, Pointed hat
Spells:
disappear- causes surpise damage bonus
morp- change a monster into something else for x sec, can also change ranger's beast into a stronger creature
magical shields- protect self or party
animate object- bring to life a plant or rock for x sec
umm. Magician? Like the ELEMENTALIST or MESMER?

Interestingly enough, while I didn't like any of your ideas whatsoever, the one point you bring up is more helping your buddies stuff.. It would be neat if you had a spell that could increase your teammates pet.. or more BARD like stuff, you play a song while everyone else is fighting and it gives you plus to your health!

OOooOOo thats my next idea! A bard!

(o its been done?)

Who cares, it would be fun!
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Old Jul 20, 2005, 07:06 PM // 19:06   #37
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RMThompson, yea not allowing the summoner to have a weapon would actually make the weapon veil idea useful, good thinking.

Same with the division of skills into race classes, but I think the categories need to be a bit broader, something like Natural, Unnatural etc.., having those repitle or bird categories is pretty Rangery.
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Old Jul 20, 2005, 07:19 PM // 19:19   #38
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An idea I have been working on but not fully developed would be a offshoot of the Mursaat.
Angel/Serpahim: Look at Dwayna (spelling?) at TOA for a better idea of what they could look like. Character that floats just above ground (not fly over obstacles) like the Mursaat-no real benefit of the floating ability, just for looks. If not a floating, maybe like the seraphim from Sacred as an idea?
Idea behind this is that the gods will not interfere with human and other races problems, but offer higher beings to take a mortal form to assist where the gods won't or will not provide help.
Primary weapon: Meele primary:Lance,polearm, staves
Magic/SKills: Still working on what would be new or best so that this charchter isnt seen as just a floating monk. A balance towards damage dealing and party assist.
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Old Jul 20, 2005, 07:23 PM // 19:23   #39
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Seems to be that a lot of people here like the Sumoner idea. Personally I think there are too many "magic" users in the game right now as it is, but that's just personal opinion... My vote would be for this Martial Artist proffession. GW's definately needs another melee class and I think that this proffession is the one. A Martial Artist wouldn't have to have a lower Armor than a Warrior but would be able to hit at the same Dmg Lvl. To better aid the warrior in battle the Martial Artist could also have some kind of ability called "Resist Elements". The more points dumped into the corresponding attribute would raise the Martial Artist's ability to resists being poisened, set on fire, escape traps, becoming blind, etc. At the very least it would offer a new strategy for taking out those rangers and elementalitsts that warriors hate so much =p
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Old Jul 20, 2005, 07:29 PM // 19:29   #40
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I like the Idea of a new melee class heres my idea.

Berserker - the class would have an armor and energy level similar to the ranger's, It would have a higher rate of "fire" with any melee weapon but it would deal less damage then the warrior and have hand to hand combat abilities. It would also make use of the adrenaline aspect of the game.

Atts.
-Rage (Primaries Only) - Affects the the characters rate at which it gains adrenaline up to 3x and some skills

-Hand to Hand - Affects H2H skills and increases overall damage done with fists and H2H skills

-Weapon Mastry - Affects the overall dmg done by all melee weapons and skills (not stackable with a a specific weapon mastery)(These skills would be similar to the attack skills tied to strength in the warrior set with lesser damage)

-Endurance - Relates to most skills that affect the speed and damage your character takes

Possable skills
-Beserk-(stance, Energy 15, Att. Rage) - For (20-40) sec. you gain a (15-25%) boost in attack speed deal +(10-20) dmg and take 10% less dammage, You cannot recieve any healing for (50-40) sec. After stance ends you are weakend and crippled for 15 sec.

-Bone Breaker-(H2H attack, Energy 5, Att. H2H) Attack for +(5-15) dmg, If attack connects target is weakend for 5 sec.

-Fury-(stance, Adrenaline Att. Endurance) for (5-10) sec you attack (15-25%) faster and deal (25-10%) less damage

-Physical Resistance-(stance, Energy 5, Att Endurance) For (10-20) sec you take (10-30%) less damage from physical attacks and take (30-20%) more damage from elemental damage.

That just what I think. Its something that seem interesting
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