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Old Sep 16, 2005, 11:30 PM // 23:30   #21
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I would love to be able to choose to go good or evil in this game. If that happends I want some playable caharacters simular to Orcs, Trollocks, Fades, that sort of thing.
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Old Sep 16, 2005, 11:30 PM // 23:30   #22
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I like the unarmed combat idea too. Perhaps this is just an expansion of the existing warrior class. A whole "Unarmed" skill line.
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Old Sep 17, 2005, 01:44 AM // 01:44   #23
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Quote:
Originally Posted by Ollj
I bet there wil lbe exactly 3 new classes to complement each other without breaking the ballance.
There are actually 2 "triangles": -Warrior-mesmer-necro- and -ele-monk-ranger- playing "stone paper scissors".
Uh, no there aren't. I would say that rangers invariably wreck elementalists (completely ridiculous armor vs. elemental magic, insanely efficient interrupts), and necromancers usually wreck warriors (armor-ignoring damage, virtually the entire Curses line), but that's about it as far as class relationships. I guess mesmers do destroy necro's, but they destroy ele's, mesmers, and monks too.

More on topic... well, as as lot of you know I'm very pro-Rogue. I really want Rogues in the game. Ninjas and samurai wouldn't fit the theme. For ninjas, Rogues would do, and for samurai-- well, what, I guess you want a faster-attacking warrior? Maybe a Mercenary class or something that concentrates more on melee damage output and less on tanking.

A Bard class would also be very cool, and I can see it working within the context of the game-- both the world and the battle systems. Only problem is, what do Bards fight with? Heh.
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Old Sep 17, 2005, 02:11 AM // 02:11   #24
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Quote:
Originally Posted by Seron Dalar
Uh, no there aren't. I would say that rangers invariably wreck elementalists (completely ridiculous armor vs. elemental magic, insanely efficient interrupts), and necromancers usually wreck warriors (armor-ignoring damage, virtually the entire Curses line), but that's about it as far as class relationships. I guess mesmers do destroy necro's, but they destroy ele's, mesmers, and monks too.

More on topic... well, as as lot of you know I'm very pro-Rogue. I really want Rogues in the game. Ninjas and samurai wouldn't fit the theme. For ninjas, Rogues would do, and for samurai-- well, what, I guess you want a faster-attacking warrior? Maybe a Mercenary class or something that concentrates more on melee damage output and less on tanking.

A Bard class would also be very cool, and I can see it working within the context of the game-- both the world and the battle systems. Only problem is, what do Bards fight with? Heh.
I think a thief class would be closer to the game than rogue... but I think both would just say "Hey look, we want to be like WoW"

Honestly, I've never heard of anyone wanting a thief/rogue class in a game until WoW came out and people said "ZOMG INVISIDABLEZ"
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Old Sep 17, 2005, 06:41 AM // 06:41   #25
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Quote:
Originally Posted by KvanCetre
I think a thief class would be closer to the game than rogue... but I think both would just say "Hey look, we want to be like WoW"

Honestly, I've never heard of anyone wanting a thief/rogue class in a game until WoW came out and people said "ZOMG INVISIDABLEZ"
On another note, I think GW is the only MMO without a class like the thief/rogue/ninja/uber-stealthed-out-backstab_for_50000000_damage-coward class
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Old Sep 17, 2005, 07:09 AM // 07:09   #26
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Wow this is original...
not to be rude... but can we seriously stop with the samuria/ninjas crap?
sorry samuria fans, but not only are samuria not really that cool to begin with... they are just another warror class, similarly ninjas are like rangers (not quite but close enough).
They should make it a sticky to stop posting these kind of topic. Maybe some people are new to the board and thought its the greatest idea since pong, but for most people who has been at this board for awhile, it really piss us off to see another one of these post.
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Old Sep 17, 2005, 09:40 AM // 09:40   #27
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I've always (since release) thought that a tinker or some kind of inventor class would be cool. Some kind of limited technology class that wouldn't upset the game balance. Maybe deal in steam and smoke and gunpowder. I can envision it better than I can type it. Only problem is it would be rather weak compared to existing professions and probably very hard to implement. Besides, any technology at all would kind of push theme limits.

I hate to say it, but the existing professions really do have quite a bit of flexibility to play just about anything.
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Old Sep 17, 2005, 05:47 PM // 17:47   #28
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Goonter and Edge Martinez ~ really great posts which I agree with and/or enjoy thoroughly!

I'm not exactly sure what a new class/skills should be but I'm on the rogue-wagon like many of you are as well.
Perhaps the new rogue skills should have a focus on more non-combat sets like the guild theif in GVG et al. Picking locks on doors and chests.
As a wild suggestion, rework the skills of the classes to further define such a new class. That is, remove traps from rangers and give it to the thief/rogue.
(just a suggestion so don't get too upset). Remove and enhance some of the mesmer inspirational skills and give them to the bard.

Something else that has probably been discussed thoroughly would be crafting classes. Classes that can take ingredients to make dyes, keys, potioins, weapons and maybe even armor upgrades. Yes, this is a throw-back to my AC days and while it would grant even more diversity, I found the whole thing to be a time-sink.

Just brainstorming with the rest of you!
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Old Sep 17, 2005, 05:50 PM // 17:50   #29
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I miss Neverwinter Nights and Bauldors Gate.... mabye some type of magic damage class (e.g. not elements, but magic, like magic missle) Like, a classic mage.... and for melle, a thief type character.
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Old Sep 18, 2005, 02:34 AM // 02:34   #30
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There is no room for new classes. Stop trying. Please. The point of Guild Wars and it's dual-class/balanced system is that there is no need for new classes except for purposes of looking cool or something.

Ninja/Thief/Rogue: This is pretty much a combination of Necro/Ranger/Mesmer, am I wrong?

Bard: While it seems different from a Monk, it really isn't. It's a support class that would basically cast Monk enchantments on the whole party. But wait. We have Monks for that already.

Guys, before they made the game, they made sure they covered everything.

WARRIOR: Paladin! Dark Knight! Whatever you want!
MONK: Priest/Cleric/Whatever! I don't know what you'd call a Smiter in other games
NECRO: Sort of messing with super-dark magic, sort of like a Mesmer but different.
MESMER: Take over people, confuse them, mess with them.
ELEMENTALIST: Standard Nuker.
RANGER: Archer, another form of Rogues, Thieves, or Ninjas.

With these classes or any combination of them, you can make any class in pretty much any MMORPG. The only thing they would add other classes for is looks. Think about FFXI: Aren't Ninja, Samurai, and Dragoon kind of the same thing as a Warrior? Just one uses Poles, one can do weirdass Ninja Magic, and one uses Katanas? It's like a Warrior but with a different weapon. A whole new class for a new weapon?

There's no room for other classes. Instead, they can add more skills to make people stop whining for them.
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Old Sep 18, 2005, 04:18 AM // 04:18   #31
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here are some of my ideas:

Shadoweaver - Shadow is just too cool to pass out on
Druid - They emphasize the druid so much in the maguuma part of the story, I think we need a druid
Rogue - As much as I hate to say it, I think GW should have something like a rogue or thief or bla bla. I am sure there were thieves back in that time, and plenty of them
engineerist - I agree with edge here, a tinker class would be cool. They could make kegs, dynamite, and all sorts of clever contraptions, we wont get into corny stuff like shrink rays from WoW though...and the engineering could fit in as the dwarves use alot of machines, come on they made a giant golem of doom!
DEMON THING - I want a class that does something with demons! controlling the undead are not good enough as they decay away, I want demons that dont decay! But no WoW warlock please, they are way too gimped as it is (very fun to play, but very very gimped)
Witch Doctor - It popped in my head while I was typing, why not give it a shot?
Doppleganger - This one could be very very fun >. You would be able to copy the moves that your opponent uses (So technically you only have the move "copy"), Im not too sure whether or not you would be able to permanently keep these skills, but if you could then it would be best that you couldnt copy elites o.o
Paladin/Death Knight - I would love to see one of these! most people say "bah just go W/Mo or W/N for one of these, but I tihnk it would be cool for them to have their own armors and unique skills (paladin uses holy magic to protect/heal while death knight uses shadow magic to defend/offend), either way they are not the best tanker or the best nuker, they are in between
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Old Sep 18, 2005, 04:25 AM // 04:25   #32
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I just keep seeing spin-offs of the already exsisting classes. It's seems the more they say it's not <Insert already exsisting class combination here> it's the same thing just with a diffrent name. I'm still waiting to see some orginal ideas. Well, the inventor idea is a start.
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Old Sep 18, 2005, 05:20 AM // 05:20   #33
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I remember reading somewhere that Anet intended on adding different races and classes into guildwars.
Different races is easy. Just add a different skin over the same classes.
But different classes seem like a challenge.
Like Mariodood was saying, it seems like the 6 classes cover all the bases in any standard rpg archetype.

Rangers cover druids with about everything except shapeshifting and almost cover rouges too.
Monks almost cover bards.
Mesmers seem like they want to cover rogues and bards (and I personally hope in future skill expansions that they do)
Warrior plus mo or nec covers paladins and dark knights.

If it were so possably Id like to see added skills and attributes to flesh out the apparent other missing classes.

Rangers: Daggers (dual melee daggers)
Monks: Chi (defensive style hand-to-hand or weapons combat)
Mesmers: Fencing (melee skills that strike on open oppertunities. Team buffs in the inspirations line to cover bard roles w/ tambourines as off hand weapons)
Warriors: Additional melee weapon (spear, two-handed swords ((katanas for the samuri lovers)) or two-handed axes)
Elementist: Elemental summons (big elemental monsters that wreck havoc for a short duration)
Necro: Shapeshifting (someones got to do it. Turn into werewolf, bat-creature, demon or someother awesome type monster)

And blame! Thats everything commonly experanced in a fanasty rpg, with a slight GW twist.

You could add that skill combos change your name.
W/Mo makes you a paladin
Mo/N makes you a dark priest.
etc. etc.
And you could get armors that feel out your new title accordingly.

If Anet adds new templates, I can imagine it will be Cantha templates - human people from a different region.
If they add a new race, Dwarves seem like an obvious move.
If dwarves are added and a new class is added with it, I can see an engineer/tinkerer type class making its way into GWs.
An engineer is about the only class that isnt covered in the exsisting 6 classes already.

Last edited by Goonter; Sep 18, 2005 at 05:28 AM // 05:28..
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Old Sep 18, 2005, 01:40 PM // 13:40   #34
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What about a tourist class?

Example skills:

Place of interest

15 energy 0 casting 30 recharge

Teleport instantly to a place of interest on the current map. If there is no place of interest on the map, the skill fails and you lose all morale bonus.

"Can you take a photo(s) for me?"

10 energy 2 casting 10 recharge

30%-85% chance of succeeding. If this skill succeeds, target must stop current action and spend 20-90 seconds to take 1-10 photos for you.
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Old Sep 18, 2005, 03:10 PM // 15:10   #35
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Engineer is interesting thematically, but how would they play? What sort of skills would they have? All I can think of is some ranged attacks (guns or bomb-tossing), and machines that would act sort of like traps or corpse-wells. Maybe a robot minion.

Hm... ranged attacks, traps, and a minion... sounds kinda like rangers, really. Anyone else have any ideas?
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Old Sep 19, 2005, 08:01 PM // 20:01   #36
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An Engineer? WTF? What MMORPG has an engineer type!? Engineer is not a class! Basically, you're saying an engineer would..set traps, use guns, (No robots) ...Yeah, it is a Ranger. Enough please
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Old Sep 19, 2005, 08:19 PM // 20:19   #37
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Well I made a suggestion of a reactionary Rogue'esque character who would be there to put down other enemies in melee range, though Ithink really something like that with the inclusion of the bard would be great, something along the idea of a Skald.

What this does is include two main areas, songs which increase gradually increasing/diminishing effects based on time in the song range as well as melee based target interruption and swiftly ascending damage, while lacking ways to significantly instantly aid or disrupt the enemy beyond melee, as well as impaired armor values which focus more on say 55 armor value with either energy and energy regeneration abilities as a caster does, or raising the value of defense, sort of an intermediary.

That is, say you have a song which allows faster attack rates with crescendo (sp?) rates, as the song begins and an ally enters that area to hear the song, their rate of attack begins to peak up starting at say 5%, for evey 5 seconds the remain in the area, it moves up another 5% until at 35%, so over 35 seconds it gets there, for every 5 seconds outside of the area it lowers by 5% until it completely fades away, notice that inside this area it constantly raises and lowers. There are a few which may increase your rate of attack by say 20% while lowering the enemy melee attack by 20%, this is useful if neither is very melee heavy, while if you have four warriors and they have say one, that 35% on your side is vastly more effective. There may be even a few instrument based abilities, say you have War Drums or something, which are sort of like a staff with no actual attack power, gives a greater effect on all songs or specifically Drums, and provides energy, perhaps one would be March of War, which will tick up adrenaline every 5 seconds by a slash while lowering enemy adrenaline every 5 seconds by a slash, so on.

Then these interruptions are based off of use of the Sword and Axe, not sure of Hammer, and are particular only to their own attack styles, allowing the ability to hamstring foes in an arc, cause bleeding, more towards weakness and just constant pressure than actual damage, so that other allies can come in and sweep through provided the Skald stays alive. Now, some may say this class is vastly different from the styles of the others, as the others have specific focus areas on being able to slay solo, even having smiting monks, but I do think a few people can understand the implication of being a support close, though it should be known greatly, if you want to deal damage, you better be prepared to focus effort from another class.
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Old Sep 20, 2005, 11:35 AM // 11:35   #38
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Well I guess that Most of you people that want Sooooo much change have really missed the point. Guild Wars was and is Verry different from other MMO/CMO's, and thats why I Played ALL the beta Event Weekends, and Bought the Final Release of the game. I am an avid RPG gamer, I have played NwN, UO,and WoW.
And I like Guild Wars BECAUSE its different not to mention FREE. I have seen a steady increase with GW gamers that play the other games making sugestions that are already in other RPG's. It is my Belief as well as others they are only making these suggestions because they enjoy those types of systems, BUT are not able to go and pay for it be it with a credit card or a Pre-paid game card.

It seems they want all the goodies that the other MMO's have and don't want to pay for it. Things like Mounts,Being able to choose the charr as Opposing faction, and the various learned skill professions like in WoW.

Let me ask you :
1.Do you really think by implimenting these things into the GW interface will be easy?
Answer. I think not.

2. Do you really think that these changes won't gimp the server space and bandwidth that Arena Net already has and is struggling to maintain its stabilty?
Answer. They most deffinately will.

3. Do you really Think that if Arena Net Does listen to you and makes all/most of your suggestions a reality and they EXCEED what the can afford ,that they wont toss around the possibilty of a monthly fee to cover all the extra expense of hosting all the Fluff you people want.
Answer. MOST DEFFINATELY.

lol If you really can't see what I am talking about, then I guess my post and my time was wasted.

In closing and this messege is to Arena Net Don't fall prey to petty bickering and begging for usless things, for if you do and the game becomes just like all the other Cookie Cutter Online games out there and then you feel the need to CHARGE....... Be aware that you will undoubtibly lose you original core fanbase.

Another 2 cents out of my pocket.

"This messege will self destruct in 5 seconds"
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Old Sep 20, 2005, 03:04 PM // 15:04   #39
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Default The swindler

My idea for a proffession:

The Swindler

This proffession depends on the quickness of it's attacks and the mouvements of his ennemies and himself in the battlefield rather than dealing massive amounts of damage. Unlike the Warrior, the Swindler deals less damage but his attack rate is faster and his criticals deals additional effects rather than dealing more damage. A swindler can also switch targets and get too them must faster than a warrior can.
-------------------------------------------------------------------
*********Possible Attributes**********

Dagger Mastery
Increase the chance of dealing a critical with daggers.
For each rank in this attribute, the chances of dazing or poisoning (50% between the two) a creature increases by 4% and the duration is lengthened by 1.5 seconds.

Daggers
Everyone knows what a dagger is, it deals jabbing/piercing wounds and is highly accurate
high attack rate, Light damage, On criticals (deals normal damage+ chance of dazing or poison)

Kukri Mastery
Increass the chance of dealing a critical with Kukris
For each rank in this attribute the chances of inflicting a deep wound when you deal a critical is increased by 4% and the deep wound lasts 1 seconds longer.

Kukri
A kukri us a curved dagger that deals slashing wounds instead of piercing wounds like the dagger does. It's smaller than a sword, but curved in a way that it deals more damage and it's smaller and thus more accurate.
moderate attack rate, high damage, On criticals (deals normal damage + chance of causing a deep Wound. **

Katar Mastery
Increases the chance of dealing a critical with Katars
For each rank in this attribute the chances of inflicting bleeding is increased by 4% and it's duration is 1 seconds longer.

Katars
Katars (also called punshing daggers) are daggers mounted on the fists, they are less acurate than daggers but deals much more damage.
hight attack rate, moderate damage, On criticals (deals normal damage+Bleeding.) **can't use a shield or focus**

Trickery
This attribute powers skills, stances and preperations that deal with mouvement and the mouvement of ennemies as well as allies.

Battle focus (Primary attribute)
For each rank put into this ability, you gain evade 2% chance.
Whenever *you or an ally moves* out of your range or the range of others you move and attack 33% faster for a number of seconds equal to the ranks put into this attribute and must wait 10 seconds until the next time this ability can go off.
(Note: Not cummulative and the ability does not end when you or an ally moves back into range)


Examples of skills fro swindler:

Bad distractions(Stance) / Trickery
For 3-17 seconds foes deal 10% more damage, whenever a foe deals physical damage to you, you change your target to this foe and deal an automatic critical hit.

Oppertune moment (stance) /Trickery
For 2-20 seconds Target ennemy has a 30% chance of missing with physical attacks, if you are currently engaged with this creature and it misses, you get an automatic attack and deal a critical.

Advantage repost (Preperation)/Battle focus
For 5-30 seconds, Remove all preperations and stances, you attack 20% slower. Whenever a foe deal damage to you make a free attack that deals 30% more damage. Advantagous repost ends if you use a skills.

Devoted teamwork (Upkept Enchantment) -1 energy regeneration/Battle focus
While you maintain this enchantent on you, your attacks are 5-20% faster but deal 20-10% less damage as long as an ally is withing your circle of influence.


----------------------------------------------------------------------
********Possible energy, armor and weapons statistics*********

20 Energy (same as warriors) with 3 regen bars (like a ranger)

Swindlers would have an armor slightly lower than a warriors' or rangers' but higher than a spell caster's.
------------------------------------------------------------------------
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Old Sep 20, 2005, 05:38 PM // 17:38   #40
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Kaos, with regards to our suggestion for classes, most of em suck,b ut, I do feel there is a need for a true support class, the monk does not fill this because they are rather specialized in terms of support, and there are a few for elementalists, such as my W/E uses two Wards, but, it is somewhat limited in use once again. As well, there are a few areas to disrupt enemies, but these are focused on damage dealing, I would prefer a class which attempts to keep down multiple foes at once with well timed and decided attacks, dealing no significant damage but allowing your allies to do so.

Oh yeah, was going to say as well, you'll note that many people are posting off topic suggestions here, almost all of which you can easily disagree with, mounts and trade skills, don't include em, but, then again this is why they are posting here and not in a correct area.
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