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Old Mar 13, 2006, 07:44 PM // 19:44   #1
Lion's Arch Merchant
 
Join Date: Aug 2005
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Lightbulb Idea for a profession: Martialist

This is a scheem for a profession which might be called Martial Artist, or Martialist

This profession is characterized by using martial arts either with simple weapons or bare hands, relaying in concentrating energy and in acting in advance to foe's intentions or manipulating them; it might be considered to have some similarities with a mesmer, a monk, a warrior and an assasin.

base health, as the regular health
base health regeneration, as the regular regeneration
base energy, as a warrior
base regeneration of energy, two arrows

Its primary atribute is Energy.
By increasing 3.5 points the atribute Energy, the maximum of energy increases and 1 more arrow of energy regeneration is got. For example:

Energy atribute at 3: a base energy as a ranger, and 3 arrows of regeneration.
Energy atribute at 7: same base of energy as a ranger, and 4 arrows of regeneration.
Energy atribute at 10: same base of energy as a ranger, and 5 arrows of regeneration.
Energy atribute at 13: same base of energy as a ranger, and 6 arrows of regeneration.
Energy atribute at 16: same base of energy as a ranger, and 7 arrows of regeneration.

Now, the Martialist uses 3 kinds of fight arts which are independent in their atribute, and skills:

Staff skills
Special weapon skills
Bare Hands skills


Staff skills
Require the smallest amount of energy, and some skills work with adrenaline.
All skills are melee, either to attack (may cause damage or conditions), to defend (evading, bloking and also interrupting attacks); particularly some staff skills may throw a foe to some distance away.

Special weapon skills
Require more energy than Staff skills, but less than Bare Hands skills, and some skills work with adrenaline (but, may require more adrenaline than Staff skills).
All skills are melee, either to attack (may cause damage or conditions) or to defend (evading, bloking and also interrupting attacks); particularly some special weapon skills may disarm a foe for a while, making the foe unable to use a weapon or a specific weapon.

Bare Hands skills
Require the most energy and there are not adrenaline skills in this section.
Most Bare Hands skills which cause damage consist in directly reverting weapon attacks or spells against their users.
There are skills which are used in melee, either to attack or to inmovilize, to blind or to throw away. There are also in this section a few of the psychological skills -mentioned bellow-; these skills are "shouts" which affect mainly the skills used against weapon attacks and "speeches" which may affect particularly casters (dazing, draining energy or distracting them) and specifically for this profession reverting the spell against the caster some %. Only few Bare Hands skills cause damage directly.

A fourth Martialist art is:

Psychological skills
A special kind of skill called "speeches" a speech is an uttering of some words with the intention to change the mind of foes or allies, include some hexes: invuing fear (stoping foes), causing wrath (failing in their attacks); some enchantments: invuing serenity, calm to allies (freeing them from some conditions and hexes or wining some energy). And other kind of skills called "shouts", a shout is a skill which has to be executed in the mean time of executing another skill to reinforce it.

Enjoy it please.

That is all.

Last edited by mariano; Mar 13, 2006 at 07:47 PM // 19:47..
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Old Mar 13, 2006, 08:19 PM // 20:19   #2
Furnace Stoker
 
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Join Date: Oct 2005
Location: Kali
Profession: W/E
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That is ALOT of energy Regen!!!!!

but it did give me a good idea on a possible Chi mastery Primary...

at rest (base) - 2 arrow energy regen
engaged (base) - 2 arrow energy regen

rank 1 - 3 arrow at rest
rank 2 - 3 arrow at engaged
rank 3 - 4 arrow at rest
rank 4 - 4 arrow at engaged
rank 5 - 5 arrow at rest

(each rank require 3 attrbute points)
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Old Mar 14, 2006, 01:14 AM // 01:14   #3
Wilds Pathfinder
 
Join Date: Jan 2006
Profession: W/Mo
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I second actionjack's proposal. Unless the skills use HUGE amounts of energy, as in the majority use 15 and 25 values, or a good amount cause exhaustion, 7 pips of energy regen is a bit much.

I'm awaiting further molding of the class before making a yes or no opinion.
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Old Mar 14, 2006, 02:07 AM // 02:07   #4
Lion's Arch Merchant
 
Join Date: Aug 2005
Lightbulb

Well, I agree that the example may be unbalanced... but, I would try to reduce the base energy rather than the regeneration, something like having a base energy the same as a warrior or even less.

Energy or chi! Yes. I like that it suggested some other idea. ^^
As a master of chi... this profession is expected to be able to have all kinds of energy management, that is why there are adrenaline skills as well as energy skills, and there may be signets. And armor would not be greater than a caster. But, within Psychological skills there would be enough defensive skills, and some skills for damage absortion.

I forgot to mention stances as some of the type of skill that this profession might use.

Also, some of the skills patterns would be of the kind:

-"(If) excuted after a foe's attack this skill causes [here the effect: damage, lose of energy, throwing away the foe, jumps behind the attacker, whatever]"
-"If executed after a foe's spell this skill causes [here the effect: damage, lose of energy, throwing away the foe, , whatever]"
-"If executed after a foe's skill this skill causes [here the effect: damage, lose of energy, throwing away the foe, whatever]"

So that some of the martialist's skills are actions which effect depends upon being consecutive to opponent's skills actions.

In my view what one may do in this forum is 'brain storming', so, I think that, the problems of balance are to be treated by a design team and testers better than here; think this problems may be too obvious like in this case...

Feel free to take this idea for you, or whatever were anything original and pertinent.

Thank you.
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Old Mar 15, 2006, 12:02 PM // 12:02   #5
Lion's Arch Merchant
 
Join Date: Aug 2005
Arrow

A farther hint, this profession might be developed as a monk's help, being somewhat an antiwarrior, with skills like disarming, and anticaster, with skills like:

Exhaustion. Hex spell. Whilst being hexed if foe cast a spell, foe will suffer exhaustion. (Atribute: Psychological)

And with respect the primary atribute, I follow thinking that it is better to keep the increment of regeneration arrows, nevertheless, for balance this might have a negative effect on the max energy, for example:

Energy atribute at 3: base energy 30, and 3 arrows of regeneration.
Energy atribute at 7: base energy 25, and 4 arrows of regeneration.
Energy atribute at 10: base energy 20, and 5 arrows of regeneration.
Energy atribute at 13: base energy 15, and 6 arrows of regeneration.
Energy atribute at 16: base energy 10, and 7 arrows of regeneration

Do not take it literally, it is just as an example. And there may be still other means to avoid unbalance, as for example, due to the nature of her energy reneration the martialist will suffer exhaustion if uses spells of a more specialized profession (monk, elementalist, necromancer, ...); and the degree of exhaustion may be linked to the level of Energy regeneration.

Last edited by mariano; Mar 15, 2006 at 12:10 PM // 12:10..
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Old Apr 14, 2006, 06:43 AM // 06:43   #6
Frost Gate Guardian
 
Join Date: Dec 2005
Guild: ALOA 2
Profession: Me/
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i never thought to look at this so it has been a long time before it has been updated, but when factions comes out, assassin/martialist or martialist/assassin would be a KICKASS NINJA! GO NINJITSU POWERS!!!!!
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