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Old May 18, 2008, 12:55 PM // 12:55   #1
Frost Gate Guardian
 
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Lightbulb Profession Concept - Fighter

Now... I know that this has been done to death, but please hear me out. I have tried to make this class unlike other similar concepts, but I apologize for the repetition.

FIGHTER:

PROFESSION: Fighter (F)
Weapon types: Knuckles
Armour consists of:
Headpiece: Cowl
Chestpiece: Vest
Arms: Bracers
Legwear: Leggings
Feet: Sandals

Armour level: 65

Energy level: 25 (with 3 pips of energy regen)

Insignias:
Beserker's Insignia: Armor + 5
(For each recharging attack skill)

Skybound Insignia: Armor +20 (while jumping)



The fighter, an avid worshipper of Balthazar, embraces his rage in battle and releases it out to cause damage or heal allies. The Fighters selection of skills make them a very versatile profession, but their lower armour rating nullify their usage as a tank or front line fighter. They attack using adrenaline-based combos and can fight without weapons, althogh the damage is inferior to their regular weapon of choice - the knuckleduster, which is dual wielded. There are four attributes to this profession.

Rage (Primary): A selection of stances and skills used to increase adrenaline gain and damage output. For each point in this rank, you gain 2% more adrenaline per hit.

Example skills:

Retort of Anger
5e 1/2c 12r
Skill. The next physical attack you recieve causes you to gain 1...3 adrenaline.

Signet of Symbolic Fury
1c 30r
Signet. You gain 1 strike of adrenaline for each signet you have equipped. (maximum 2..5)

Blind Rage
5e 15r
Stance. For 4..11 seconds You attack 33% faster, but have a 33% chance to miss with attacks.

Vent Fury
10a
Elite Skill. Lose all adrenaline. You deal 30 fire damage to all nearby foes for each adrenal skill you have. (maximum 50...120 damage)


Knuckle Mastery: These are the attack skills used for causing damage to one or more foes. The majority of these skills are adrenaline based and work on a Lead/Offhand/Dual attack basis. No inherant effect.

Example skills:

Fury of the Storm
5e 45r
Stance. For 4...11 seconds, your attacks deal lightning damage and you attack 25% faster whislt wielding knuckles.

Counter Jab
3a
Lead Knuckle Attack. You deal +5..25 damage and interrupt that foe, if that foe is attacking.

Cobra Strike
6a
Offhand Knuckle Attack. If this attack hits a foe that isn't using a skill, that foe is poisoned for 10 seconds. Must follow a lead attack.

Chknorys' Roundhouse
8a
Elite Melee Attack. Lose all energy. Deal +10..35 damage to foe and adjacent foes. Foes suffering from weakness are knocked down. This must follow a dual attack.


Jump Mastery: The Fighter comes with a new feature, the jump. This puts you and all foes out of melee range for a very short time (usually around 1 to 3 seconds) A lot of Knuckle Mastery skills require the usage of a jump to work.

Example skills:

Skybound Mantra
5e 30r
Stance. For 30 seconds, whenever you use a jump skill, you gain 1...3 energy.

Airborn Fervor
5e 30r
Stance. For 30 seconds, You gain 1 strike of adrenaline whenever you take damage whilst jumping.

Enfeebling Bound
8a 1c
Jump. Lose all Adrenaline. Jump in the air for 1...3 seconds. When you land, nearby foes are weakened for 20 seconds.

Mighty Leap
10a 1c
Elite Jump. Lose all Adrenaline. You jump in the air for 1..3 seconds. When you land, nearby foes are knocked down for 3 seconds.

Meditative Arts:These skills are predominatly adrenaline based support skills. While not as powerful as monk spells, they can prove useful to the party as a support form of healing

Embrace Pain
6ad 10r
Skill. The next 1...3 physical attacks against you deal 10 less damage.

Chakra of Zeal
6ad 1c
Skill. Lose all adrenaline. Nearby allies gain 1...6 energy.

Chakra of Rejuvination
6ad 1c
Skill. Lose all adrenaline. Nearby allies gain 15...70 health.

Cry of Anguish
5e 1c 20r
Skill. For each condition you are suffering, you gain 1 strike of adrenaline. (Maximum 1..5)


Knuckledusters:
Blunt Damage 5-15 (two handed)
Regular melee weapon mods.

So tell me what you think. Maybe I could have some help balancing this profession and some of these example skills. Constructive critisism would be nice, so please don't post ''omg dis sux'' or anything along those lines.

Kasai

Last edited by Kasai; May 18, 2008 at 12:57 PM // 12:57..
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Old May 18, 2008, 12:59 PM // 12:59   #2
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Quote:
Originally Posted by Kasai
Skybound Insignia: Armor +20 (while jumping)
I'm sorry. What?
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Old May 18, 2008, 01:03 PM // 13:03   #3
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Quote:
Originally Posted by Akuma
I'm sorry. What?
Read the rest of the thread. The jump is a feature that comes with the profession. Much like ritualists had binding rituals and paragons had chants. I apologise, I should have mentioned that before I posted the insignia.

Last edited by Kasai; May 18, 2008 at 01:11 PM // 13:11..
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Old May 18, 2008, 01:16 PM // 13:16   #4
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So, you've actually remade the assassin, with 5 less armor and 1 pip less energy regen, but with adrenal skills to compensate that.

BTW: why give it 25 energy & 3 regen, if you only have a few 5 energy skills and lots of adrenaline?



PS: why do i get a dwarvenboxing déjà-vu?

Last edited by graverobber2; May 18, 2008 at 01:26 PM // 13:26..
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Old May 18, 2008, 01:29 PM // 13:29   #5
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I tried to make the fighter more versatile than the assassin, with the addition of healing/support skills. I agree that combat wise, they share many similarities, but they deal less damage and like you mentioned, require adrenaline for many attacks.

About the 25 energy/3 pips, in my previous notes I had several 10/15 energy skills in the 'Rage' atrribute line. I removed them from the skill list because they didn't really match the attribute itself. Once again I messed up, and didn't realise it was rather high.

How did I guess this was gonna get ripped to shreads xD
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Old May 18, 2008, 01:50 PM // 13:50   #6
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i've read the original post once more and i don't think this is going to work without a huge amount of changes

a melee character that doesn't do high damage, has low armor and no way of getting in or out quickly (like the assassins shadowsteps),...

Assassin: low armor, but high (to very high) damage and can get in and out quickly
Warrior: moderate to high damage; high armor, so they can take a few blows
Dervish: High Damage, Decent to good tanking capabilities, can hit multiple opponents

This: Low damage, low armor, no way of getting out quickly => dead
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Old May 18, 2008, 02:02 PM // 14:02   #7
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I think the armor is underpowered. Usually every class has like 1-3 "bonuses," sometimes 4. For example, assuming basic armor would be 60AL, 20 energy, 2 energy regen:

Rangers: +5 energy, +30AL vs Ele, +1 energy regen, +10 armor from basic.
Assassins: +5 energy, +2 energy regen, +10 armor from basic.
Warriors: +20 armor from basic, +20 AL vs physical.
Paragons: +20AL from basic, +10 energy.
Dervishes: +25hp, +10 armor from basic, +5 energy, +2 energy regen.
Casters: +10 energy, +2 energy regen.
(sorry if any of those are wrong, just going from memory)
Doesn't +5 armor from basic and +1 energy regen seem very, well, weak?

Agree with what graverobber said.
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Old May 18, 2008, 02:16 PM // 14:16   #8
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Don't get me wrong, the concept Is extremely fun sounding but yea, Armor needs some work. Maybe energy bring to 30 but reduce regen to 2. You could add a skill that increases energy Regen by 2 for a short time under their primary, if you plan to have more energy skills attached or for more options for using somehting like scythes with scythe attacks or assassins attacks. Like so

Energetic Rage (?Under Rage Primary)
Adren cost 6 Recharge 15 Seconds.
For 2...25 Seconds, You have +2 Energy Regain and gain 1 Energy for every hit.
(The reason I make it 2 seconds from the start is to avoid use from other spell casters for free energy.)

How exactly do the jumps work? Wouldn't you want a less time in the air so a 3..1 sounds more like it, but, maybe I don't fully understand how they act.

Sounds like a mix between monks and dragoons from FF lol.

I think 75 Armor or 70 with an inherent bonus like the +physical for warriors or +elemental for rangers. Maybe +25 (Physical and Elemental) while not wielding knuckles so while their offense is weaker like you stated (I think) they are more a defense oriented in that kind of a build. Or that could be an insignia.

Sounds fun but it seems to need a bit of work. Lets continue discussing it, this is interesting lol.

O fun Idea.

Sucker Punch. (Knuckle Mastery)
E cost 15 Activation time 3/4 Recharge 20
Throws an unblockable punch that dazes for 2-6 seconds

Or

Sucker Punch. (Knuckle Mastery)
E cost 10 Activation time 3/4 Recharge 20
Throws an unblockable punch. Increase your adrenaline by 1...6

AH I just noticed something. You made the attacks lead, offhand, etc. PLEASE NO. People are already sick of the 1-2-3-4-5-(6?) combos that assassins have. Just leave them normal attacks. They could have requirements like needs to be bleeding or knocked down but please no more chains.

Last edited by ajc2123; May 18, 2008 at 02:30 PM // 14:30..
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Old May 18, 2008, 03:12 PM // 15:12   #9
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Jump mastery is both odd, inaptly named and yet usable in function.

Now naming it Jump is why people dislike it, jumping is a way of moving, and you are unhittable by attack while you jump, that means it smells like shadow stepping.
But you seem to have them jump straight up only, as a 100% chance to miss from melee.

Also the class uses adrenaline, is very rough and muscular and is named fighter, its really close to a warrior.
What if you go down a different alley with it?
Name it a Shade, and have them hit foes with a ghouls touch.(basically a magic item that changed their hands into stone/claws/whatever dependent on the skin)
Shades are supposed to be ale to turn into spirits at will:
what if jump skills caused spectrality, which makes you unhitable with physical attacks for 1...3(4) seconds. It also makes you unable to attack except with the kind off attack skills that let you attack a foe from the inside(Like the attacks the require a jump).

That way you have the same clas in a new jacket, that is a lot less warrior like, and doesn't seem to include shaddow stepping, but you should definitely get rid of the lead>offhand>dual weapon function, each class it's weapon specifics have been unique and should stay that way.

Great job at a fist CC though, nicely formatted and quite well balanced. Sadly getting jammered cuz of cosmetics.
Quote:
I tried to make the fighter more versatile than the assassin, with the addition of healing/support skills. I agree that combat wise, they share many similarities, but they deal less damage and like you mentioned, require adrenaline for many attacks.
Well sins can debuff too, but its not like any of them do because their main function is dealing damage and trying to do something else would just distract them.
Especially if you take supplementary team healing, your job of killing stuff will often distract you from using it correctly.

Hence the class it's main function is just hitting stuff(and probably doing so in a way that is supposed to look cool, with airyalattacks and stuff)
Just hitting stuff lacks impact, each new class needs a way to impact the game, changing the way all classes play, otherwise it might as well not be there.

So something that would be of impact is a PBAoE debuffer, your skills including weakness, interrupting attacking foes and knockdown already cover that for some part.
And add something like [skill=text]Guardians Defense[/skill] and perhaps grapples. And the class could be able to break up skirmishes and the first class to save allies that where getting beat on by multiple melees.

Last edited by System_Crush; May 18, 2008 at 03:15 PM // 15:15..
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Old May 18, 2008, 03:41 PM // 15:41   #10
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A better name is Brawler, not Fighter, a little bit more specific. It will need some extra armor ideas if it is to stay alive, as others have mentioned. I won't flame, as that has happened enough. But, I will say, it needs some rethinking.
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Old May 18, 2008, 04:01 PM // 16:01   #11
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I like the suggestions that have been mentioned so far. I think increasing the armour is a necessity at the moment. I have no problems with 'flaming', since people have thought about their answers and not just posted 'dis sux'

About jumping. I was thinking that jumping would be helpful, since it puts you out of melee range. There would also be a number of jump-related skills that the player uses whilst in the air. Maybe some skills that cause health regen whilst in the air, etc. Maybe also, a 'jump to target ally/foe' feature would be very helpful. Maybe this addition will keep them in par with other close ranger fighters, such as the assassin.

It seems, since I spent my time trying not to make it overpowered, I actually made it underpowered! True, the energy level is a little absurd, considering the lack of higher energy skills. I forgot the inherent armour mod, so It'll be best to add a +10 armor from basic, as Taisayacho suggested.

Quote:
Well sins can debuff too, but its not like any of them do because their main function is dealing damage and trying to do something else would just distract them.
Especially if you take supplementary team healing, your job of killing stuff will often distract you from using it correctly.
I've tried playing as combat and healer in game, it doesnt work too well, especially if you have to select allies. Thats why most of the healing will work as PBAoE, so you don't have to take the focus off your enemies, and you can assist the other melee fighters.

Quote:
A better name is Brawler, not Fighter, a little bit more specific.
I already noticed several threads on this page with that profession title, that was what it was originally named.

Like I said, thanks for the critism, and I can take flaming if it's educated flaming

Last edited by Kasai; May 18, 2008 at 04:04 PM // 16:04..
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Old May 18, 2008, 08:32 PM // 20:32   #12
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I still like my sucker punch attack.

"I'm using Sucker Punch!"
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Old May 19, 2008, 08:38 AM // 08:38   #13
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Quote:
Originally Posted by Kasai
I already noticed several threads on this page with that profession title, that was what it was originally named.
Doesn't matter, as long as the CC isn't in the CC listing thread yet, that means we are waiting form more variation hoping for 1 good enough to be added to the CC listing.(at which point offering support to it over posting something almost the same again is preferred)

And when talking skill names, "Gibb's Slap" > anything & everything, ever
But then again, a class would have to be extremely cool to be able to handle some thing so awesome.

Last edited by System_Crush; May 19, 2008 at 08:40 AM // 08:40..
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Old May 19, 2008, 12:19 PM // 12:19   #14
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Best would be still for GW2 just only to reconcept the Monks, Martial Artists are no profession, which need for GW2 to be an own Class, when its simple enough to improve the Monks giving them more Attributes, which allows it the player to create either a Caster Monk or a Martial arts monk a like Shaolins beign able to fight in 3 different Fighting Styles

- Way of the Dragon, Way of the Phoenix and Way of the Tiger
Those Ways resemble the Fight Style of Fist&Feet with Braces, Gloves and Claws (Way of the Dragon), Battle Staffs (Way of the Phoenix) and Nunchuks (Way of the Tiger)

Imo I hope so or so, that all Professions in GW2 will have more than 4-5 Attributes. So more Attributes professions have, so more versatile they can be, so lesser is the chance, that the professions end up in the end as wannabe professions, that aren't able to do things you woukld expect from those professionsto be able to do normally wise.

All Professions of the Core Classes could have easily like 7-10 Attributes with no problems.

Monks in Guild Wars 2 could look then like this:

- Favor of the Gods [P] (Personal Buffs/E-Management)
- Blessing (Includes both, Healing and protective Spells)
- Exorcism (Holy Magic, Banning Skills ect.)
- Way of the Dragon (Fist/Feet Attribute) - look at Tekken Series for reference / Jin Kazama Picture
- Way of the Tiger (Nunchuk Attribute) - look at Maxi from SC3 for refference / Maxi Picture
- Way of the Phoenix (Battle Staff Attribute) - look at Kilik from SC3 for reference / Kilik Picture
- Inner Might [P] (Chi Skills and mighty ranged Energy Attacks) - look at Dragonball series for reference
Goku Kamehameha

Due to more attirbutes, the professions could have also more than 1 Primary Attribute.

That Way monks would become the untimate hybrids between either supportive Characters and Melee Characters that battle at the front with 1 of their 3 different fightign styles lettign them look lke Shaolin Monks, which are the best and most stylish martial artists imo of all. And the concept of Shaolin Monks can be taken easily over to GW2, there such monks would be then instead called either Xunlai Monks or Zaishen Monks, whatever of both sounds better to Anet ... or maybe somethign total different instead of Xunlai/Zaishen a new word maybe more similar soundign to Shaolin, who knows maybe somethign like "Sheioling".

Whatever, but it would be lore wise much better, than to implement for such a concept extra an own Class for it, which would make Monks look obsolete and too dumb for Martial Arts, as if monks would be in gw's lore too weak for it...

Last edited by Phoenix Tears; May 19, 2008 at 12:32 PM // 12:32..
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Old May 19, 2008, 03:04 PM // 15:04   #15
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Chknorys' Roundhouse



lol...
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