Aug 17, 2008, 05:47 PM // 17:47
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#1
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Jungle Guide
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The Juggler/Acrobat
An idea straight from final fantasy tactics advance, the juggler is a novel support class capable of dealing nasty damage if left alone,how every can be easily pressure due to a lack of healing skills available, light armour and vulnerability to spells. They are designed to attack fast and just be fun to use whilst being usefu.
Weaponsaggers used at shortbow range and and 1.1second attack speed.
Armour/Stats: 70AL. Insignias;Daredevil-+10 AL whilst juggling, Trickster-+5 for each throwing skill recharging, Performer-+10 AL whilst in earshot of an ally
Acrobatics-The skills of a Juggler, for every point in this your throwing skills activate and recharge 2% faster. Healing skills related.
Sleight of Hand-A mixture of cunning and skill allows the juggler to move his hand stealthily and speadily, attack skills and related skills
Reflexes-The instincts and professionally honed reflexes of the Juggler are their main protection, stances/ defense
Dead Eye- The precision and speed with which Jugglers hurl items is unmatched, attacks/juggling/related skills.
Acrobatics:-
Jugglers Precision, 5e,20r,skill- For 30 secs your throwing attacks move 5...25% faster and you gain 0...2 energy each time they hit.
Profession Secrets, 5e,15r,Glyph- The next 1...3 throwing skills heal you for 20...80 health
'Remember The Name', 10e,30r,shout-For 5...20secs,For each ally within earshot gain 0..2 energy and 5...10 health when you succesfully hit
with a throwing skill.
Performer Pause, 5e 10r,stance- For 5...10secs, each ally within earshot heals you for 5...15 health per second
Masters Stance(elite), 5e,15r,stance- For 10...20 seconds move 25% faster and throwing skills move 33%, having 5...15% armour penetration.
Juggle, 5e,5r,skill-The next 1...3 throwing skills you use are hurled into the air instead, the next skill you use causes all of these to strike target foe
at once, with that attack hitting 3...1 seconds behind the others
Encore,5e,25r,skill-The next 1...3 throwing skills you use are hurled into the air instead, after 3...1 seconds these attacks strike target foe and all adjacent foes
interupting those foes, interupted foes have all their skills disabled for 2...5 seconds
Sleight of Hand:-
King of Hearts 5e,8r,throwing attack- Hurl a card at target foe, this card hits for 5...60 slashing damage and causes 5...20 seconds of bleeding if it hits
an attacking foe
Pocket Rockets(Elite) 10e,1/2ct,throwing attack- Throw 2 cards at target foe, dealing 30...70 piercing damage each and a further 10...30 fire damage if they
strike a foe using a skill
Ace of Spades 5e,4r,throwing attack- Hurl a card at target foe, this card hits for 5...50 slashing damage and deals an extra 5...30 damage if it hits a foe casting
a spell.
Ring Toss 5e,15r,throwing attack-Hurl a ring at target foe, striking for 5...40 blunt damage and if that foe is using a skill then all that foes other skills
sharing the same attribute are disabled for 1...3 seconds.
Ball Toss 10e,15r,1/2ct,throwing attack-Hurl a ball at target foe, strikes for 5...60 blunt damage and causes daze for 1...10 seconds if they were casting a spell
Pickpocket 5e,25r,3/4ct,spell-Shadowstep target foe replace one of their skills with this one for 20secs, gain 3..8 energy if that skill is a spell.
'Pick a card,any card'5e,10r,3/4ct,shout- The next 1...3 throwing attacks deal an additional +5...20 slashing damage and cause 5...10 seconds of bleeding
Reflexes:-
Daredevil's Reflexes5e,40r,stance- For 5...10seconds you have 50...75% chance to block attacks,renewed every time you hit with 2 or more throwing attack skills on one foe
Deft Hands 10e,30r,skill- For 5...20 seconds you have 75% chance to block attacks whilst juggling
The Daredevils Way(elite), 10e,60r,stance- 5...10seconds you attack 33% faster, have +5...33% to score a critical hit and your basic attacks deal +10...25 damage,
causing bleeding for 5...10 secs if they hit. This stance refreshes each time you score a critical hit with an attack skill.
Bladed Defense, 10e,30r,stance- For 5...18 seconds you have 50% chance to block attacks and whilst attacking adjacent foes take 5...15 piercing damage whenever
you use an attack skill
Bladed Shield, 5e,15r,skill- For 10 seconds the next, 1...3 attacks are blocked and the attacker takes 10...50 slashing damage.
Professionals Speed 5e,8r,stance- Move 33% faster for 3...9 seconds, the next throwing attack you use moves 33% faster.
Deadeye:-
Sword Toss 5e,15r,throwing attack- Throw a blade that moves 25% slower than normal, dealing 15...70 slashing damage and knocking target foe down if they are moving.
.
Dagger Toss 5e,4r,throwing attack- Throw a blade, dealing 10...60 piercing damage and causing bleeding for 5...20 secs if that foe is attacking.
Needle Spray 5e,15r,throwing attack-Throw small blades at target foe and all adjacent foes, dealing 5...40 piercing damage and interupting their actions.
A Thousand Blades (Elite) 10e,18r,throwing attack- Throw 3 blades at target foe and up to 1...3 adjacent foes, each one dealing 10...50 piercing damage and causing cracked armour
for 5...15 seconds.
Precision Focus 10e,20r,stance- For 10...30 seconds your throwing attacks move 25% faster and deal +5...15 damage.
Twin Shards 5e,10r,throwing attack- Hurl 2 shards of ice at target foe, dealing 5...35 cold damage each and causing 33% slower movement speed for 3..6 seconds.
Flaming Blade 10e,8r,throwing attack- Hurl a flaming dagger at target foe, deaing 10...70 fire damage, causing burning for 1...3 seconds if that foe is attacking.
Blindfold 5e,45r,skill- Blind yourself for 10seconds, for 10...35 secs your attacks cant be blocked by foes in a stance.
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Aug 17, 2008, 08:10 PM // 20:10
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#2
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Jungle Guide
Join Date: Jun 2008
Location: DoA
Guild: Dark Order of Retarded Knights (doRk)
Profession: N/Me
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So you're talking about an assassin that throws weapons. I would imagine that idea was considered, but was nixed in favor of the assassin.
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Aug 17, 2008, 08:14 PM // 20:14
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#3
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Desert Nomad
Join Date: May 2006
Profession: A/
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Pocket Rocket Spike? it has no cooldown. seems overpowered
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Aug 17, 2008, 08:15 PM // 20:15
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#4
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Lion's Arch Merchant
Join Date: Oct 2007
Location: Canada
Guild: Keepers Of Twilight
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The first line of your description is already in the game; we call them assassins. For the most part the skills look ok, but I'd lower the maximum damage on a lot of them by 5-10. Doing +70 slashing damage (which is unaffected by armour since it's + damage) from a whole bunch of skills out-shines even assassins, and we all know how freaking fast sins can gank if you aren't prepared.
The Daredevils Way(elite), 10e,60r,stance- 5...10seconds you attack 33% faster, have +5...33% to score a critical hit and your basic attacks deal +10...25 damage,
causing bleeding for 5...10 secs if they hit. This stance refreshes each time you score a critical hit with an attack skill.
By the way, the above really, really needs nerfing or it will be abused by juggler scythes, or sin jugglers to cause damage in ways we've never seen in GW before.
Last edited by silavor; Aug 17, 2008 at 08:17 PM // 20:17..
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Aug 17, 2008, 08:16 PM // 20:16
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#5
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Wilds Pathfinder
Join Date: Sep 2007
Guild: Textual Harassment [kTHX]
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Quote:
Originally Posted by TheodenKing
So you're talking about an assassin that throws weapons. I would imagine that idea was considered, but was nixed in favor of the assassin.
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[skill]Dancing Daggers[/skill]
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Aug 17, 2008, 08:55 PM // 20:55
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#6
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Jungle Guide
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Yes I did get ideas from assasains and yes the skills will need some thinkin, I only put a few minutes into this, but assasins just can't do what this can, even with your precious dancing daggers. Any proper whines?
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Aug 18, 2008, 04:23 AM // 04:23
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#7
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Jungle Guide
Join Date: Feb 2007
Location: Oregon, USA.
Guild: Zero Mercy [zm]
Profession: W/
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I'd rather it be some sort of profession based off luck and chance. Every skill resulting in a 50% buff or effect of it happening. As a result of just about everything being based on luck, the skills are cheap to use, but are strict on their reward. Chained positive/negative effects in a row could result to something else occuring.
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Aug 20, 2008, 02:39 AM // 02:39
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#8
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Academy Page
Join Date: Jul 2008
Guild: <none>
Profession: E/
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You left something unexplained:
Deft Hands 10e,30r,skill- For 5...20 seconds you have 75% chance to block attacks whilst juggling
It's stated that he must be juggling to gain the effect, which implies that it's possible for him to not be juggling. What criteria defines when he's juggling and when he's not? Is it a passive thing like, if running, then not juggling, if standing still or moving slowly, then he's juggling?
/troll on
This is a A/P with critical strikes and spear mastery.
/troll off
You know someone is going to say that and really mean it at some point. Might as well make fun of it in advance.
Pulling countless random objects out of thin air and tossing them at enemies would make me laugh though. I think I'd play one of these for the LOLz factor.
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Aug 20, 2008, 08:32 PM // 20:32
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#9
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Wilds Pathfinder
Join Date: Sep 2005
Guild: WTS GW2 items for Zkey
Profession: Mo/
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Hah!
xD
Epic. As horri... adventurous as this idea is I'll have to give my signature. Juggling ftw! =)
I especially like the skill names under "Sleight of Hand". Most of the skills are pretty similar to existing skills though.
It will never be implemented, but perhaps an idea for a costume-brawl-esque weekend event.
On another note, anyone who lives near South Wales and wants to pass a few balls/clubs/diabolos around give me a shout .
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Aug 21, 2008, 12:35 AM // 00:35
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#10
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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This is a lot like my Gambler/Cignatus profession that I came out with a while back, and it was horribly shot down... Most ppl didnt like the idea of throwing cards/ a Gambit style prof.
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Aug 26, 2008, 05:53 PM // 17:53
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#11
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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Shamless plugg!!!!
Sorry I couldn't resist, to try and boost my ego.
Last edited by System_Crush; Sep 02, 2008 at 11:45 AM // 11:45..
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