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Old Nov 14, 2006, 08:16 PM // 20:16   #1
Lion's Arch Merchant
 
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Default Concept Class Myrmidon

Description
The Myrmidon is a melee class designed for dealing heavy damage while also avoiding damage with evasive techniques. Their armours and insignias aren't very good on defense and they lack any major self heals.
Weapons: Blade
No Inherent effect. Many skills such as those involved with damage and hexes are improved with higher ranks of Killer Instrinct.

SKILL EXAMPLES
DUAL WEAPON MASTERY
Double Thrust 5E 8 Secs Cooldown
DualAttack skill. The next attack on each of your weapons strikes for +(3-12) damage and gains double adrenaline.

Cross Slash 6 Adrenaline
Dual Attack Skill. Both your weapons attack the same time. This attack cannot be blocked or evaded, strikes for +(3-9) damage and always results in a critical hit.

Slayer's Stance 5E 20 Sec Cooldown
Stance For (3-8) seconds you have an additional 25% chance to land a critical hit with your off hand weapon. Whenever you land a critical hit this way, Slayer's Stance is renewed.

Winding Blow 6 Adren
Dual Attack Skill. Strike for +(4-16) damage. If target foe is suffering from weakness, you attack twice. If target foe is not suffering from any conditions, that foe suffers from weakness for (6-18) seconds.

Execute 8 Adren [ELITE]
Dual Attack Skill. Strike for +(5-28) on each of your next attacks. If you hit a non-moving target for suffers a deep wound.

Triple Slash 5E 10 Sec Cooldown [ELITE]
Dual Attack Skill. You attack three times. The 1st attack deals +(4-18) damage, the 2nd attack always lands in a critical hit and the 3rd attack gains double adrenaline.

BLADE MASTERY
Deep Strike 10E 1/2 Sec Activate 10 Sec Cooldown
Attack Skill. Strike for +(6-26) damage. If your opponent was knocked down this attack causes a deep wound.

Leg Sweep 4 Adren
You strike for +(3-12) damage. If your oponent was moving he becomes crippled.

Parry 5E 10 Sec Cooldown
Stance. For 5 Seconds you have an additional (30%-65%) Chance to block melee attacks. Whenever you block an attack this way the attacker takes 18 damage.

Whirling Counter 4 Adren
Attack Skill. If this skill hits an attacking foe, that is knocked down and takes +(4-16) damage

Killing Blow 8 Adren [ELITE]
Attack Skill.You strike for +(8-41) damage. If this attack is blocked its adrenaline bar fills up instantly.

[I]Head Smash[I] 10E 12 Sec Cooldown [ELITE]
Attack Skill. Target foe is interupted and dazed for (4-13) seconds.

AGILITY
Wind Speed 5E 25 Sec Cooldown
Stance. For (4-18) seconds you move and attack 25% Faster. Wind speed ends if you miss with an attack.

Mythic Charge 10E 1/4 Sec Cast 20 Sec Cooldown
Enchantment Spell. For 20 Seconds your attacks strike for +(3-12) damage, you move and attack 25% faster and you can't be knocked down. Mythic Charge ends if you stop attacking.

Needle Slash 5 Adren 1/8 Activate 4 Sec Cooldown
Attack Skill. Target foe begins bleeding for (5-20) seconds. If you strike a bleeding for this attack strikes for +(3-12) damage.

Uncanny Dodge 5E 1/2 Sec Activate 8 Sec Cooldown
Enchantment spell. The next time you are attacked, that attack misses and you teleport to a random position. If you dodged a ranged attack you gain (1-4) energy.

Survivor 10E 2 Sec Cast Time 30 Sec Cooldown
Enchantment Spell. Whenever you dodge an attack gain (10-35) health. When you would be killed teleport to a random position instead and survivor ends. When survivor ends gain (54-116) health.

Running Tackle [ELITE] 5E 10 Sec Cooldown.
Stance. For 4 seconds you move 33% faster. If you attack somone during this stance that attack misses, the target takes (14-68) damage and both you and the target are knocked down and Running Tackle ends. If you use this skill on a crippled foe, that foe suffers from weakness for (6-18) seconds.

Escapists's Instinct 5E 30 Sec Cooldown [ELITE]
For (5-15) Seconds you have a 60% chance to dodge attacks, move 15% faster. If escapist's intinct ends prematurely, it recharges instantly.

KILLER INSTINCT
"Say your prayers!" 10E 20 Sec Cooldown
Shout. If targeted foe dies within the next (4-16) seconds, all your skills are recharged and you gain 15 Energy.

"It's over!" 8 Adren
Shout. Your next attack strikes for +(9-28) damage. If it fails to kill target then you are knocked down and dazed for 7 seconds.

"Drown in blood!" 6 Adren
Shout. The next attack by your or your party causes the target to bleed for (4-18) seconds.

Taste of Blood 5E 1 Sec Activate 8 Sec Cooldown
Enchantment Spell. For the next 30 Seconds, if you strike a bleeding foe you strike for +(8-27) damage and Taste of Blood ends.

Hunter's Fury 6 Adren
Hex Spell (Yes a hex using adren). Whenever target foe is attacked he takes an additional (5-15) damage and is knocked down then Hunter's Fury ends.

"You Can't Escape!" 10E 14 Sec Cooldown[ELITE]
All moving foes become crippled for (2-8) seconds. All moving foes under 50% health also suffer from weakness for (6-18) seconds.

Painbringer 15E 10 Sec Cooldown [ELITE]
Hex Spell. For 15 Seconds, whenever targeted foe is attacked, he takes an additional (4-18) damage and suffers a random condition for 6 seconds. Painbringer ends if targeted foe is suffering from no conditions.

Good? Bad? Post comments, suggestions, flaming, feedback or whatever else.........

Last edited by PanGammon; Nov 15, 2006 at 07:07 PM // 19:07..
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Old Nov 14, 2006, 11:56 PM // 23:56   #2
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Hmm...sorry to say but with the few skills there it's hard to say if your class is original or not. From the things I see here, is really assasin all over.
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Old Nov 15, 2006, 02:51 AM // 02:51   #3
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dual weilding as a primary ? kind of loses a bit of synergy i think
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Old Nov 15, 2006, 07:09 PM // 19:09   #4
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Added 2 New skills and 1 New Elite skill to each att.

I wasn't trying to make an assassin. I was trying to make a mix between a ranger, warrior, assassin and paragon that relies heavily on conditions and attacks.
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Old Nov 16, 2006, 06:52 AM // 06:52   #5
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But the whole point is to make a class which isn't like the other ones.
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Old Nov 16, 2006, 10:22 AM // 10:22   #6
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Sorry I said that wrong didn't I.
Well to give a detailed but brief description: the Myrmidon should be a heavy melee damage class with lower DPS than the assassin but with more evasive skills. It also relies quite heavily on adrenaline and conditions and has quite a few shouts to top it off. Basically I wanted a class that doesn't die as much as an assasin but deals more damage than a warrior..........
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Old Nov 17, 2006, 12:54 AM // 00:54   #7
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This is a mish mash of exsisting skills and abilities, using offensive shouts like warrior, dual weapons in a different manner than Assassin (not a real difference), deals melee damage in between warrior and assassin which is definetly not new, and alot of other skills which are basicly mix matches of exsisting skills.

Try this, come up with 3 totally different abilites, and if your going to use something like another class, it should be no more simular than Assassins attack is to Warriors, or Paragons Chants are to Warrior Shouts. Notice that even when 2 classes use some simular abilities, there are some significant distinctions which make it different, and making a weapon class between Warrior and Assassin is half way between not being original, and not being original, it should be equally different from Warrior and Assassin, just like Dervish is equally different from Warrior and Assassin as those 2 are from eachother.

Here is something related which you will find vastly more original, use this as a standard of originality and interest next time you make a class idea.
http://www.guildwarsguru.com/forum/s...php?t=10011275

Last edited by BahamutKaiser; Nov 17, 2006 at 12:56 AM // 00:56..
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Old Nov 17, 2006, 10:47 PM // 22:47   #8
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..This is a warrior basically...
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Old Nov 17, 2006, 11:00 PM // 23:00   #9
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nice try, but it's just not new enough
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Old Nov 18, 2006, 03:53 AM // 03:53   #10
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why do a war/sin mix in one class when it didnt work as a combo all that well?
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