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Old May 16, 2006, 06:31 AM // 06:31   #1
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Default Rumbler / Brawler / Boxer Concept Class

Class name: Rumbler / Brawler / Boxer

Unique Weapons:
Glove, Gauntlet, and Knuckles: Associated with Punching Skills. Have attack speed and damage similar to that of dagger.

Bare hand: Faster attack speed (at a .8 per second ?) but lower attack power.

Kick: Not really a equip able weapon. Any one can use Kick skill, regardless of what you have equipped on your hand. There are also some boot equipments that would give extra bonus. (your overall attack damage is also taken in calculations)

Energy: 20-26 Energy. 2-4 energy pip. Depend on the Armor sets.
Armor: 55-70 AL range. Depend on the Armor sets

Look:





http://www.andalon.net/Westside/capoeira/tekken3009.jpg

Will dress in cloth/hide armor, with rich color Afican style patterns. Also body will be body painted with differnt colors and patterns.

Fighting Style:
Forgoing the more traditional Asian Martial Artist type of style, this class’s fighting style (animation) is more to that of a combination Boxing, Capoeira (Afro-Brazilian martial art ), Muay Thai (Thai Kickboxing) style of fighting, and Wrestling.


Premise:
An alternative to Warrior. Have good variety of melee skills that are different from a Warrior, doing effects such as Internal Bleeding or Knock Back. Their fast attacking speed is also very attractive, added to their Chain Combo ability, which allow them to continues rain down attacks on a foe (if you get lucky, that is). This make them be able to gain Adrenalins faster. Grappling and body locks are good skills to use to bind an enemy, leaving them open for attack. (but also leave you open) You can also chain it with other grappling skills as well. With its no-weapon requirement and defensive skills, Kick can also have few good skills for a caster to take.

Of course, its low armor is one of its major weak points. Energy management is also another key concern when playing such class.

Attributes:

Chain Combo: On each attack, you have +1…18% chance to “roll” a successful Chain attack, which means the next attack will be at 50% faster attack speed.

Kick: Several melee AoE type of skills, as well as other effect. Also have defensive stance in there as well.

Boxing/Punching/Knuckling: More spamable melee damage skills (if have faster attacking speed)

Grappling: Body lock sill that are use to occupy enemies.




Special:

Internal Bleeding: A new condition. If you suffer Internal Bleeding, you will suffer –3 hp degen for every second. When it end, you will lost 3 damage for every second you suffer Internal Bleeding. (so you suffer it for 10 seconds, you will suffer 30 additional damage at the end)

Forms: Like Stance or Enchantment. But you can use stance while in one form.

Knock Back: Similar to Knock Down. Target is push back for few feet. (but is not down on the floor) Will also interrupt target’s action.

Body Lock: When you perform a Lock skill, you must remain unmoved in order to maintain its effect. You must also stay within at touch distances from your target. (lock will break if target move away from you). You also can not perform any other action (beside other Grappling Skills) else will end the lock. (while in lock, it will also be counted as a Stance)

Skill Examples:

Chain Combo

Rolling Combo
10e | 2c | 30r: Stance: In T seconds, you have +X% chance to roll successful Chain attack.

Lighting Speed Attack
15e | 2c | 30r: Stance: In T seconds, you have +10% more attack speed, and any successful Chain attack have 75% faster attack speed.

Power Chain Attack:
10e | 2c | 30r: Stance: In T seconds, you gain +X% more attack power to every successful Chain attack.

Monkey Style
10e | 1c | 30r: Form: For 30 Seconds, you gain +25% to evade all attacks and attack 20% faster, but lost X attack power.



Kick

Whirlwind Kick
10e | 1/2c | 10r: Stance: In 1…3 seconds, you hit all next by enemy each seconds. In duration, you also have 50% chance to deflect/block all attacks.

Circular Dance
10e | 1/2c | 15r: Stance: In T seconds, you have 75% of avoiding all melee attacks, but you will also attack 25% slower.

Spin Kick
15e | 1/2c | 5r: Kick Skill: Hit all next by enemies.

Tiger Kneel Dash
10e | 1/2c | 10r: Kick Skill: This Attack has X% armor penetration, and cause Internal Bleeding for 6…12 seconds.

Power Kick
15e | 1/2c | 10r: Kick Skill: You do X more Damage. If Target is in a Stance, you will Knock Back the target.

Jump Kick
10e | 1/2c | 15r: Kick Skill: This Attack has X% armor penetration, and Knock Back the target foe. This attack have short attack range.

Nut Cracker
10e | 1/2c | 20r: Kick Skill: This Attack has X% armor penetration and cause cripple for T seconds.



Boxing

Upper Cut
10a | 0c | 0r: Punch Skill: This attack does X more damage. If target foe is casting, this will Knock Back the target.

Elbow Smash
8a | 0c | 0r: Punch Skill: This attack does X more damage and cause Daze for t seconds if target is in Stance.

Kidney Shot
8a | 0c | 0r: Punch Skill: If this attack hit, it will cause Internal Bleeding for 3…6 seconds.

Fury Punch
6a | 0c | 0r: Punch Skill: If this punch is Evaded, your next attack can not be Evaded and cause X more damage and Knock Back.

Tiger Style
10e | 1c | 30r: Form: For 30 Seconds, you gain +(10…30%) more attack power, but have 25% chance to miss.



Grappling

Arm Lock
10e | 2c | 20r: Lock: Lock your target. Target foe will attack 50% slower, and each time target try to attack, will suffer X damage.

Body Grappling
15e | 2c | 45r: Lock: Lock your target. Target foe can not move or perform any action for 3…8 seconds. After the time, this lock ends. This lock will also end prematurely if you or the lock target receive any damage in duration.

Leg Binder
10e | 1c | 10r: Lock: Lock your target. If Target foe tries to move away, he will be Knock down, and this lock ends.

Bear Hug
10e | 3c | 40r: Lock: Lock your target. For 3…6 seconds, Target foe will suffer X damage per second and can not move (but can still attack). In duration, your AL is decrease by Y.

Body Lock Breaker:
5e | 1c | 10r: Skill: Break from any body lock use against you, and the foe that lock you will suffer X damage.

Neck Breaker
15e | 3c | 30r: Skill: Must use when have a target in body lock position. Target foe will suffer X damage, and Weakness and Cripple for T seconds.

Scissor Pinch
10e | 2c | 30r: Skill: Must use when have a target in body lock position. Target foe will suffer X damage per second for T seconds. This skill ends if the lock ends.

Backdrop Suplex
10e | 2c | 20r: Skill: Must use when have a target in body lock position. Target foe will suffer X damage. End the lock.

Cross Arm Defense
5e | 0c | 20r: Stance: For 4…8 Seconds, you gain +X AL, but all you attacks and attack skills (excluding Kick skills) are disable, and all you spell take twice as long to cast.

Bear Style
10e | 1c | 30r: Form: For 30 Seconds, you move –33% slower, but gain +X AL, and all you Body Lock skill will recharge 50% faster.


Designer Note:
There seems to be a few recent interesting in a MA style class (as well as it being a possible new class for Nightfall). I wrote few different draft of a MA class before too, but it tend to follow more of a Chi Master than a brute fighter. Since I think having a Capoeira style of fighter in game would be just too sweet, I take it as a self challenge to write one.

Now, some of you will notice that there are few skills or attribute similar to what other’s posted MA class. There are some original stuff here and there (some take from a Berserk concept as well), as well as few things that were taken from various CC that I read before. (like Style Forms) Since I didn’t remember the source, well…Credit to those like minded poster.

Also I don't like the attribute name.. but cann't really think of better one at the moment... any suggestions?

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Old May 16, 2006, 07:12 AM // 07:12   #2
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Reminds me of the Assassin in D2 where the better your boots were, the more damage you did with your kicks. It would be interesting if the boot armor pieces for this class got their own damage ranges. They could be just as expensive as regular armor and still crafting/collector only. Imagine 15k boots. And since only Kick SKILLS would utilize boots, boots, instead of fuctioning like weapons, would simply add damage. So like, if the boots do 1-3 damage, and the skill does "+25 damage", it would do the 'normal' damage and then add the 25. It would do low damage, but possibly ignore some % of AL?

Last edited by EndoftheSyringe; May 16, 2006 at 07:19 AM // 07:19..
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Old May 16, 2006, 07:15 AM // 07:15   #3
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Besides the fact that this has been suggested many times before...I would still like it implemented.

Problems:

Faster attack speed. IW. (Or normal weapons for that matter...can I roll from Eviscerate to Executioners?)

If I roll 2 times in a row...Is it 50% faster then 50% faster of that or the same speed as it?

Comments:
I do not like the idea of grappling...It would be better (And easier) to just choose forms of martial arts without grappling.

Who would take 2 regen over 4 regen?
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Old May 16, 2006, 05:38 PM // 17:38   #4
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Quote:
Originally Posted by Mandy Memory
Besides the fact that this has been suggested many times before...I would still like it implemented.

Problems:

Faster attack speed. IW. (Or normal weapons for that matter...can I roll from Eviscerate to Executioners?)

If I roll 2 times in a row...Is it 50% faster then 50% faster of that or the same speed as it?

Comments:
I do not like the idea of grappling...It would be better (And easier) to just choose forms of martial arts without grappling.

Who would take 2 regen over 4 regen?
On Combo Attacks: Its a primary, so such advantage is off set by the fact that their armor lack in much of defense of energy. A successful excusion of combo could be chain for many hits (not sure if want to add a reduction of chance after every succesful hit) And it would effect only regular attacks (not sure it need to effect attack skills)

IW could be be a good combo choice for faster attack, but I think there are few counter for that by now (my dagger IW ranger didn't do too well before), I would assume it could be fine. Or a Nerf stick. (or do a 1-strike 2-hits type of thing)

Grappling does not effect forms unless it is in its attribute. Body lock skills ar pretty powerful, but also hard to pull off (enemy usually need to stand still while you are next to them, with casting time of 3 seconds) You can also combo it with other skill for a devestating move. But it usually have a longer recharge time as well...

the energy and energy regen will be depend n the armor. so you could wear a low armor set that give you better energy output... or choose an armor set with better AL, but weaker energy.

-----------------------------------------------------
Yes, there will be special boots that would give added bonuse to kicking attack and Kick Skills. (but only for the armor set of this class) One thing I am not too sure on is how to add Kick attack into the regular attack (beside using the skills) and how its damamge would be caculated.

Last edited by actionjack; May 16, 2006 at 05:47 PM // 17:47..
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Old May 16, 2006, 09:31 PM // 21:31   #5
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I would have to make the same suggestions for this as I did for the last martial arts suggestion.

You mentioned Mui Thai and Capoera, but I don't see much of the elbow and knee attacks included, nor the spinning defensive possitions of Capoera.

The primary suggestions I would make though are the use of a real weapon, like a chain, or something that works well with hand to hand combat. Going into battle with your bare arms and legs when you have the choice to bring a weapon is foolish no matter how good you are it would be expecially good if they had a weapon which would aid them in ranged attacks and captureing enemies. Using a chain to immobilize, choke, and best of all, drag an enemy to you is a great way for a martial artist class to capitolize from a distance.

The other realy big suggestion is to make this a defensive combatant, which can outlast most melee attackers, or drag on the combat with defensive skills, and more importantly, deflect attacks for adjacent allies. We already have a good heavily armed and armored advancing unit, and a deadly combo using assassin. Trying to develope a martial artist that revolves around fast attacks and combos copies assassins dual dagger and combo techniques.

Back when I first made my shinobi class idea, I suggested a system for melee attacks to work in short bursts of multiple hits. Looking back with more experience I see that that can't possibly work without being broken, hexes like mark of pain and barbs would blow up into overpowered skills if you unleashed a flurry of attacks. They chose to allow dual daggers to occasionally trigger a dual attack instead of triggering a mass combo with the primary attribute, which is a good idea.

But if you watch a Warrior, you realize multiple swings don't have to mean multiple hits, some times the warrior swings a crossing strike yet only hits once. In the same Way, I would suggest that hand and foot attacks of a regular nature look like a powerful punch and knee to the target, but only hit once, and that martial arts attacks are actually slower, and more potent.

Also, I think the attribute that increases attack power of regular punches, and allows you to equipt hand to hand weapon items should be the primary. The kicks, elbows and knee attacks can all rely on a secondary attribute, which other classes can utilize throuroly, wile the actuall fist attacks should be limited to this class. Truth be told, it would be retarded for any caster to use his secondary in martial arts to join into melee combat against warriors and assassins, nothing short of a master should be trying to throw fist attacks on armored foes and slippery assassins, it is just stupid.

With a Primary which focuses on punching, and increases the damage of all body blow attacks, wile allowing the ability to meet requirements for hand to hand weapons, as well as some healing skills, then a secondary which allows the character to use elbow, knee, and kick attacks, with some "self defense" and regeneration skills, another secondary which uses capoera to deal damage on enemies around him over time wile repelling attacks on himself, or deal damage on enemies around him wile repelling attacks on adjacent allies. Then a Chain attribute, which can improve your attack with chain weapons, and allow you to immobilize and drag opponents to your location, kind of like teleport, on your enemy, to you.

That is my scoop on martial artist, it can work many different ways, but I think mines works best. We don't need another combo master, nor another typical rush in and fight melee player, what we need is someone who can hold his ground and defend his teammates, this would be increasingly important when a new expansions comes out and 90% of the players want to be a martial artist, just like assassin, it would be important for that class to have party supporting and survival skills instead of having a half dozen nats swarming on the enemy waiting to get blown to bits wile the enemy destroys your casters.

Sorry again for putting my 40,322 cents in, I tend to over reply.
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Old May 16, 2006, 10:08 PM // 22:08   #6
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You suggested/opinionated on lots things... I will see what I can reply to...
Quote:
Originally Posted by BahamutKaiser
I would have to make the same suggestions for this as I did for the last martial arts suggestion.

You mentioned Mui Thai and Capoera, but I don't see much of the elbow and knee attacks included, nor the spinning defensive possitions of Capoera.
It would show more in the character art style, as well as its fighting animations. The skill name can easily be change to reflect it as well. spin Kick, whirlwind Kick, and other skills (mostly in the Kick skill line) will help give you short term defensive, as well as offensive, effects. And remember, its only listed as skill examples... given I am not the thrillest about this class.. so the example given are limited. Also Knock Back is a good offensive/Deffensive/Interupt skill. For most part, unlike knock down, you would not be able to hit them (since they will be few feets away ), but it help server other puroses.

Quote:
The primary suggestions I would make though are the use of a real weapon, like a chain, or something that works well with hand to hand combat. Going into battle with your bare arms and legs when you have the choice to bring a weapon is foolish no matter how good you are it would be expecially good if they had a weapon which would aid them in ranged attacks and captureing enemies. Using a chain to immobilize, choke, and best of all, drag an enemy to you is a great way for a martial artist class to capitolize from a distance.
There is always a big debate about empty-hand vs weapons. Granted in real life such thing are less feastible (thought empty hand, if properly train, still have good technique against an armed foe), in game logic, I think as long as the damage "number" are kept balance, it shouldn't really matter. Also Knuckles and Glove and Gauntlets can be use. (I would imagin getting hit in the face with a brass knuckle would hurt) Thought Cains would be an interesting weapon, especially link with Grappline line of skills.

Quote:
The other realy big suggestion is to make this a defensive combatant, which can outlast most melee attackers, or drag on the combat with defensive skills, and more importantly, deflect attacks for adjacent allies. We already have a good heavily armed and armored advancing unit, and a deadly combo using assassin. Trying to develope a martial artist that revolves around fast attacks and combos copies assassins dual dagger and combo techniques.
Warrior already support many defensive skills. I am thinking to make it more differnt, such class's defenssive skill would be shorter lasting, and usually would have some offensive effect to it as well. Also form style can give you longer lasting defenssive effects. (which can be helpful to a caster)

Quote:
Back when I first made my shinobi class idea, I suggested a system for melee attacks to work in short bursts of multiple hits. Looking back with more experience I see that that can't possibly work without being broken, hexes like mark of pain and barbs would blow up into overpowered skills if you unleashed a flurry of attacks. They chose to allow dual daggers to occasionally trigger a dual attack instead of triggering a mass combo with the primary attribute, which is a good idea.

But if you watch a Warrior, you realize multiple swings don't have to mean multiple hits, some times the warrior swings a crossing strike yet only hits once. In the same Way, I would suggest that hand and foot attacks of a regular nature look like a powerful punch and knee to the target, but only hit once, and that martial arts attacks are actually slower, and more potent.
Fast attack and Chain combos is still very "shaky". I won't fully endose or oppsoe it unless it is play tested. One way, as said above is to make it hit the same rate as a sword (1 second per hit?), but break up the show damage, to give it a illusion that it is doing lots attack. So instead of 1 sword strike that show for 30 damage, you would do a punch-kick hit (which also take 1 seconds) that show damamge for 8, 8, 8 hits. (it just tweak with attacking animation and damamge caculation) Something like that will help by pass skill like IW (both would still do the same 32 IW damage)

Quote:
Also, I think the attribute that increases attack power of regular punches, and allows you to equipt hand to hand weapon items should be the primary. The kicks, elbows and knee attacks can all rely on a secondary attribute, which other classes can utilize throuroly, wile the actuall fist attacks should be limited to this class. Truth be told, it would be retarded for any caster to use his secondary in martial arts to join into melee combat against warriors and assassins, nothing short of a master should be trying to throw fist attacks on armored foes and slippery assassins, it is just stupid.
Its possible, but I like Chain Combo.. it just seem lot more intersting. But like all things, in true to Gw style, I am sure there are still possiblity to make a Aniti-warrior Caster/MA build. (you can even do a Kick Back Kiting technique)

Quote:
With a Primary which focuses on punching, and increases the damage of all body blow attacks, wile allowing the ability to meet requirements for hand to hand weapons, as well as some healing skills, then a secondary which allows the character to use elbow, knee, and kick attacks, with some "self defense" and regeneration skills, another secondary which uses capoera to deal damage on enemies around him over time wile repelling attacks on himself, or deal damage on enemies around him wile repelling attacks on adjacent allies. Then a Chain attribute, which can improve your attack with chain weapons, and allow you to immobilize and drag opponents to your location, kind of like teleport, on your enemy, to you.
You can write your own class with that.

Quote:
That is my scoop on martial artist, it can work many different ways, but I think mines works best. We don't need another combo master, nor another typical rush in and fight melee player, what we need is someone who can hold his ground and defend his teammates, this would be increasingly important when a new expansions comes out and 90% of the players want to be a martial artist, just like assassin, it would be important for that class to have party supporting and survival skills instead of having a half dozen nats swarming on the enemy waiting to get blown to bits wile the enemy destroys your casters.
Yes, a MA class's role has been overshadow by the Assassin. However, I think there are still room for them. (especially a Chi Master type)

Quote:
Sorry again for putting my 40,322 cents in, I tend to over reply.
If I can only charge you your Opinion Cents... than I can retire....

Also I notice that from your reply.. you don't seem to read the OP in full. Now, usually I would not critic anyone for that, but since you butted me before about such pratice... so I am poking at you here as well.
Enjoy.

Last edited by actionjack; May 16, 2006 at 10:14 PM // 22:14..
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