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Old Oct 07, 2005, 04:09 PM // 16:09   #181
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i like the sound of the primary buffing class.. because we dont have one.. and we are in need of more pvp builds and more possibilities, but another melee class is most important i think.. the warrior lacks... but is well balanced... i think a berzerker or martial artist... but ya know.. thats me...

Rome
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Old Oct 07, 2005, 04:58 PM // 16:58   #182
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Sword Dancer: dual weilding class, sword and daggers only, no sheild option and when using dual swords (vs sword and dagger) takes a 25% reduction in damage (think: dual shot for Ranger) skills like thousand cuts, and razor's edge are favoritve elite skills. Your armor is no better than a necro, but speed buffs make you harder to hit. Your secondary as a warrior gives you the abilty to weild other weapons, but still no sheild and only one two-handed weapon...adrenalin is still your fuel, but your skills require more of it (think ele for mana use)...Physical characteristics are smaller than warrior and armor is leather and light-plate no bulky armor for the quick mover.

Adrenalin denial skills (think mesmer's energy denial) counters this class and is the specialty of the Bard/Cleric or Druid class I mentioned previously.

I figure this might satisfy rogue/ninja lovers without actually going to the land of "Been there Done that and Hated it"

On another note: of the 180+ replies to this thread, it seems far fewer than half are seriously on or even close to topic...flames wars, retard-response- reflex (the deadly r3 virus), and general "look at me" posts are getting old...you can still make jokes and have fun while CONTRIBUTING...face it, if you really want strangers to notice you, you can always expose yourself on public transit and get a similar response to your short-comings. Please, for the love of "not wading through 5 pages of crap to find a couple good, on-topic posts"...go wiggle it somewhere else.
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Old Oct 08, 2005, 05:32 PM // 17:32   #183
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i dont really care what they bring out as long as thiers double weild an attribute called stealth with weapons like spears and daggers.
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Old Oct 08, 2005, 08:40 PM // 20:40   #184
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i would like to have a RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO class- with sexual healing powers! that woule be great! yea yea! and as always-a few weeks later the nerf--oh they are to powerful!!anet...

or a: blacksmith class: that buff any wapon and spell (def+atk)
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Old Oct 08, 2005, 10:02 PM // 22:02   #185
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Anti-IWAY characters
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Old Oct 08, 2005, 10:06 PM // 22:06   #186
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What is it with everyone and asianed themed classes? I personaly think that the classes should lean more tword (sp) D&D / Forgotten Realms themes..
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Old Oct 08, 2005, 10:13 PM // 22:13   #187
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Well, I honestly don't see any need for new class's but seeing how they will probably add another one..
I would like to see some kind of lightweigh melee class.

someone who wears, chain, studded leather, ringmail, kinds of armor, and uses spears or halberds, maybe a foil...

it's just so uneven.. 4 caster class's 1 ranged physical and 1 melee... lets even things out eh.
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Old Oct 08, 2005, 10:56 PM // 22:56   #188
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Obviously they will add Martial Artist and Shaman.
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Old Oct 08, 2005, 11:02 PM // 23:02   #189
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Quote:
Originally Posted by Lampshade
Anti-IWAY characters
= Mesmer! Congratulations on forgetting the entire illusion line!

As for a class... hum I highly doubt anything with stealth will be introduced, if you want this please go play WoW and be "uber". Note I did not say leave the game, just saying if you want that try some WoW. Rangers are already stealthy ---> Running/Dodging = Stealth pretty much.

Anyway I tend to agree that instead of caster classes we will see a new melee or atleast physical damage oriented class. Perhaps the best to fit here would be a "physical" caster. Not a pure mage or full blow chaos/dark damage like we have now, but more moderate physical attribute damage. Lets see, an example, numbers are probably way off: (note: Used names are attempting to be serious... but mostlikely will turn out comical )

Attributes:

Amplify: (Primary) When using physical spells you gain a damage boost of 0-36%.
Example Skill:
Philosopher's Marking: (E) The affects of Amplify are doubled for 10 seconds, but you lose 4-1 energy for each spell you cast. When Philosopher's Marking ends your spells are disabled for 5 seconds.

Wrath: No initial affect. Invokes the wrath of nature to deal brief damage to small locations. A skills tied to the Wrath attribute recieve benefit.
Example Skill:
Ravage Terrain: The area around target enemy or ally becomes unstable, enemies within that area take 10-50 physical damage every second for 3 seconds. All units in the area are crippled after the spell wares off, crippled lasts for 5 seconds.

Scavenge: No initial affect. Skills that use the surroundings to their advantage gain a boost. (low damage/heal tree)
Example Skill:
Absorb Essence: Extracts a bolder from the earth and drops it on a target foe. Hits up to 1-3 foes, and deals 10-50 damage to each. You gain 20 life for each hit foe, multiplied by 1-4. (Note: Very Small AoE)

Engage: No initial affect. Skills tied to enaging enemies in close quarters for full affect gain a boost.
Example Skill:
Earthly Fist: Charges for 4-2 seconds, builds up a thick granite layer around your fist. You strike target foe for 30-90 physical damage, that target is knocked down.

Ya... thats just some random stuff pulled out of my head... looks fun to me though
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Old Oct 08, 2005, 11:12 PM // 23:12   #190
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Quote:
Originally Posted by Pillz_veritas
Storm Caller- Weather Manipulation.

Main Atribute- Preservierence - Because this class is extreamly Thin Skinned and armored, this atribute basicaly increases Armor.
Secondary Atributes- Self Explanatory
Wind
Rain
Snow

Basicaly it would be controlling weather, and its cast times are all 5 seconds and up, but its damage is SUPERIOUR to all other types. He could do 250 DMG per seconds for 2 seconds or sumthing. The Bad thing is that to control weather, you need to feel inward pain. To achieve this, the pants piece have negative health on them. (Health increasing with location you get it)

So Easy To kill, Easy to interupt, but if u dont killa nd or interupt you it kills ya hugely.
just imagine in tombs...8 of these per team and, you can't kil all of them so you all die, and you could pair it with spells like glyph of sacrifice etc.
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Old Oct 09, 2005, 12:28 AM // 00:28   #191
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there is only 4 ways to go with this.

1. add another melee class

no rogue plz. that already exist, r/w. enough said on that. some class that uses 2 weapons or bare hands would be the way to go with this type of character.

2. add different races

all classes are human. if we had different races that would add some variety with plenty of room to experiment. will also put EoE in its place since its obviously way over powered for pve and pvp (not going to debate on this or respond to any post about that here. this would be just a side benifit).


3. pysonic class that uses mental powers.

more like a physical dmg caster that can bend players to his will.

4. Geomancer or druid

yes i know the earth ele is dubbed geomancer. would rather see a class that accually could use the environment and terrain to his advantage.

anet did such a good job with the classes and skills its accually very hard to find class combo that isn't possible right now.

Last edited by twicky_kid; Oct 09, 2005 at 12:32 AM // 00:32..
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Old Oct 09, 2005, 12:38 AM // 00:38   #192
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lycanthrope
fencer
martial arts master
pestilence (ability to possess)
zealot (divine, warrior, elemental, delusional, natural)
alchemist (potions, illusions)
avatar of [insert GW god here]
stormcaller
or just branches of the classes i.e.
for monks divine master, smiter,healer, protector
for rangers trapper, marksman, animal charmer (could charm more animals)
for warriors fencer, tank, assasin (or rogue)
for necros blood, death, soul reaper
for eles avatar of fire, water,earth, or wind
for mesmers possession, illusion, domination (would be dif from poss),
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Old Oct 09, 2005, 05:25 PM // 17:25   #193
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i remember somewhere the frog hinting at gnomes in the second chapter.

With gnomes comes steampunk, and a class to go with it, using technology. Has blackpowder rifles instead of bows, and different mechanical contraptions. Maybe a mechanical pet that he upgrades etc. Would be a mechanical/technological version of the ranger, but without selfhealing or preperations, more direct damage type skills and such.

Someone said that necromancer was only used in D2, not true. Necromancer was also in everquest, and was almost exactly like the necromancer in guildwars. The mesmer is the enchanter of everquest, sans mind control. Although I do think we could use a couple more classes from everquest in guildwars, such as shamans, druids, bards and rogues. Psionic class would be nice as well.
And no, I don't want guildwars to be everquest, I just think the ideas would fit into this game as well. As well as the ideas were around before everquest, starting with DnD.
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Old Oct 09, 2005, 09:53 PM // 21:53   #194
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The necromancer was also in Warcraft 3 and DAoC. In fact, its been in a lot of things throughout history, not just games.

I wouldn't be suprised if they added it as a type of class in the WoW expansion.
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Old Oct 10, 2005, 12:16 AM // 00:16   #195
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Okay, necros in WC3, DAOC, and GW are WAY different

I think DAOC had the most clever idea for necromancers, TBH. GW's necro resembles the Blizzard (wc3, d2) necro the most in my opinion.

I stick with my previous suggestions, that is another melee class with less defense and more offense, or another ranged class with more defense and less offense.
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Old Oct 10, 2005, 02:03 AM // 02:03   #196
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well I think we need another non-caster class. Like a war, but not quite a war. The warriors could still be the bigass tanks but i think there should be anothe class thats smaller than the warrior but really hard to hit, and has skills to speed them up A TON.
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Old Oct 10, 2005, 07:34 AM // 07:34   #197
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You know what, I'm honestly sick of all you idiots that will not stop posting about how they are going to make an Assassin, or something completely pointless and unoriginal as that. Think about it. Why cannot you comprehend that Guild Wars is not like every other MMORPG and may add in something original?

Maybe to strengthen your view that they will create an Assassin, you should make up some skills and tell us all. I'm sure that they will be extremely amusing, because we all love to see a skill that makes the character run up to an enemy without being noticed, without his green little dot showing on the radar, and possibly... slit their throats, causing immediate death?

Or maybe for a Thief, you could sneak up to the enemy character and steal his wallet, then use a skill that teleports you directly to Lions Arch so you can spend your enemies gold? What an ingenious idea!

The bottom line is; if you want to play a lame, overused, unoriginal character like the Assassin, play a different game.

EDIT:
Quote:
Originally Posted by Monseir
fencer
martial arts master
That, my friend, is the stupidest thing I have ever heard. What, you're going to see some fool dressed in all white sidestepping over to you to attack you with a sword that has a ball on the end? Ha.
Martial Arts Master? Are those going to have Attributes such as Self Dicipline, Non-Violence and such? I see the originality, but its downright lame.

Last edited by .defekt; Oct 10, 2005 at 07:38 AM // 07:38..
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Old Oct 10, 2005, 07:58 AM // 07:58   #198
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Here is a suggestion I made a few months ago.
http://www.guildwarsguru.com/forum/s...ad.php?t=30964

Quote:
Originally Posted by Crowskie
Idea:
Have a profession that is completely centered around his or her mount. It could be like anoter tank-like character.

How it would work:
Riders would be short and stocky(not so much as dwarves, but sort of in the middle of a Warrior and a Dwarf). By themselves, they would suck- hence the need for a mount. Instead of a shield(and/or weapon), you would have reins(Mandatory for any time you are mounted). Main attacks would come from the mount, not the toon. Rider's weapon/shield would be used to protect the mount more than anything. A slot in the skill bar also must be devoted(like for a pet) that allows you to get on/off your pet and also Rezes your pet if it dies. If you are off of your pet, it stays out of the aggro zone of any monsters(if directly targeted or it can't stay out for whatever reason, it just runs around until it's safe). Riders and mounts would have seperate health bars, and when the mount dies, the rider loses half thier health and three-forths of thier energy if they are on the mount(You could get off before it dies and only get the energy penalty). Riders without mount would only move half speed, and would have to run off to the side and then Rez thier pets. When mounted, I'd say 9 out of 10 blows would be taken by the mount.

Mounts:
I am thinking things like big Moa birds(attacks with beak and feet), Kamono-dragon-esk lizards(tail and mouth attack), giant devourers(claws and tail attack), and others. Basically anything that is big enough and has a place where the to could sit, and can attack while they stay there.

Problems:
Speed - Mount would have to move at same speed and the rest of the party.



Attributes:

Animal Kinship-
This is the connection the rider has with his mount. It effects how one reacts to the other. Commands given to mounts are more effective, and the animal is encouraged to work harder for a short period of time.

-Get the Throat!- Command. Mount does *+10* damage and has a 50% chance to cause a *–10* health degeneration for 10 seconds.


Fighting the Elements-
Wind and rain are just some of the elements that can have an effect on anyone. This is multiplied for riders atop their mounts. The very best riders must not only know how to compensate for the elements, but use them to protect themselves and their mounts. Skills that are affected have to do with protection, especially those that involve absorbing elemental attacks and using them for self-defence.

-Elemental Shield- Spell. For 10 seconds, every elemental attack against you or a teammate has its damage reduced by 2. Those points are turned into a shield against elemental attacks for *30* seconds.


Preparation-
Legend has it that the greatest riders of all could see into the future. The truth is that they only knew how best to prepare themselves before leaving on an adventure. Skilles that are affected have to do with evading attacks and survival.

-Patch Wounds- Spell. For *10* seconds, your health regeneration increases by *10*, and you stop bleeding.


Riding-
A rider’s ability on the saddle means everything. Not only are they expected to remain seated and command their mount, they are expected to do other things at the same time. Skills that are affected by this have to do with quickening actions, defending one’s mount, and staying in unity with it.

-Hold Tight- Stance. For *60* seconds, if your mount gets knocked down, you won’t get knocked off. If your mount dies, you don’t take a heath or energy point loss.

*__* = The suggested Attribute dependant stat.
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Old Oct 10, 2005, 03:02 PM // 15:02   #199
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A bard is probably what we will get, something along the lines of "physical casting".
Singing-songs (like maintaining enchantments) /Shouts, maybe something along the lines of some kind of ritual attribute, not enchantment.
Possibly (i know Wow...) something with regiments to use/sacrifice, it would have to be very very easy to get though -please no grinding for that kind of stuff.

Counters would be like silencing them, punching them in the mouth? lol
Hey, who knows, but that seems close to the type of originally we will see.

All I know is, I can't wait!
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Old Oct 10, 2005, 03:58 PM // 15:58   #200
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I honestly don't think we'll get a bard. They would have to take one of three routes:

1) Recording two vocalists singing many different skills.
2) Recording a musician playing many different skills
3) The lame route, have no music at all.
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