Dec 09, 2007, 05:04 AM // 05:04
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#1
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Academy Page
Join Date: Mar 2007
Location: Online
Guild: Shadow Pact Vanguard (Pact)
Profession: E/
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Scoundrel
Backround:
The Scoundrel is a master of fighting with bare hands, tricking the enemy, and disarming them. The Scoundrel originates from Kryta, the fist being Saul D'Allesio, who tuaght few before his repentance and then dissapperance.
Basic Setup:
Level 20 Scoundrel are expected to have 480 health, 30 energy, and +3 energy regeneration
God(ess): Lyssa
Boss aura/ skill icon color: Black
Role: A Scoundrel is the person who is made to make every other melee characters job easier by providing AoE conditions and hexes to weaken melee ennemies (and to a lesser degree casters.)
Equipment:
Weapon:
Scoundrel are unique in that the use hand to hand combat, so hand armor decides damage type.
Armor:
A Scoundrel's armor level can range from 8-65. Their hand armor is the biggest part of the class, because it's insignia decides the Scoundrel's damage type with hand to hand combat. An armor's defult Hand to Hand damage type is blunt.Insignias:
Scoundrel have many diffeent insignias for their hand armor.
Ever-Burn Mark: Only apply to hand armor. Your Hand to Hand attacks deal fire damage. This efffect stops while you have cracked armor
Ever-Frost Mark: Only apply to hand armor. Your Hand to Hand attacks deal cold damage. This effect stops while you have cracked armor.
Ever-Different Mark: Only apply to hand armor. Your Hand to Hand attacks deal a random damage type every attack.
(Out of the following:Shadow, Holy, Chaos, Fire, Cold, Lighting, Earth) Ths effect stops while you have cracked armor.
Trickster's Insignia: You gain +15 armor against hexed foes
Combatant's Insignia: You have +5 armor (Req. 9 Body Control), +5 armor (Req. 9 Brawling), +5 armor (Req. 9 Scorn), and +5 armor (Req. 9 Trickery).
Skills/Attributes:
Body Control (Primary): Every rank in Body Control gives the Scoundrel -2% Condition lengths, and every 8 ranks the Scoundrel Gains +1 Energy Regeneration. Many skills, specifically those pretaining to energy gain and self healing, are linke to this attribute.
Example Skills:
Developed Immune System (Elite Skill) 5 energy, 30s recharge, 1/4s cast time: You are immune to all conditions, causing you to go unaffected by them for 5...35 seconds and you get +1...2 health regeneration. This skill ends if you get 2...5 conditions.
Focus (Stance) 5 energy, 45 second recharge: You start meditating, giving you +1...8 health regeneration, and +1 energy regeneration. Ths stance ends if you move, take damage, use any skills, or attack.
Brawling: For every rank in Brawling your fist attacks have 1-2 added to their damage range.(Base: 2-4) Many skills, specifically those having to do with fist attacks, are linked to ths attribute.
Example Skills:
Deft Fist (Elite Fist Attack Skill) 25 energy, 1min recharge: You attempt to hit your opponent with a Deft Fist. This attack has a 1%...50% chance of hitting. If it hits, the target is crippled, dazed, blinded, and weakened for 0...15 seconds, but if it misses you lose 50% of your health. Ths attack deals no damage.
Cheap Shot (Fist Attack Skill) 5 energy, 1s activation, 5s recharge:
You attempt a Cheap Shot. Whether you hit or not the target is hit for 5...50 shadow damage. If you do hit the target is interrupted and weakened for 1...16 seconds.
Scorn: This attribute has no inherent effect. Many skills, especially those dealing with debuff conditions, are linked to this attribute.
Forced Draw (Elite Skill) 10 energy, 30 second recharge: You grab the weapon of the next person attacking you from melee range, cancaling their attack and putting you in a forced draw. While in a forced draw the tention causes -2 health degeneration on both people. No skills can be used in a forced draw any body who moves ends the draw, but is weakened for 0...15 seconds.
Trip (Skill) 3 adrenaline: You trip target touched foe, knocking them down and crippling them for 5...10 seconds.
Trickery: There is no inherent bonus from this attribute. Many skills,especially those dealing with debuff hexes, are linked to this attribute.
Ambush (Elite Hex Spell) 20 energy, 1/4s cast time, 25 second recharge: You shadow step to target opponent. That opponent and all adjecent are hexed with Unreadiness for 1...6 seconds. All hexed foes move, attack, cast spells 0%...30% slower, and and take 5...10% more damage from your attacks.
Sleep Toxin: (Hex Spell) 5 energy, 1/2s cast time, 10 second recharge: Target touched foe is hexed with Sleep Toxin. For 10...40 the hexed foe has a 50% chance of taking 50% longer to cast spells.
(Sry for all the edits, thanks for the help MC, and sry for not completly reading them all, and thanks for the idea of a frontline Debuffer.
Last edited by Drake Eleric; Dec 10, 2007 at 06:41 PM // 18:41..
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Dec 09, 2007, 07:16 AM // 07:16
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#2
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Desert Nomad
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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Cause of your Nice Words from your last post I'll help you improve this CC^^!
There are atleast 3 Things you need to keep your Mind on.- Suitability
-Always make a Background which fits in the games Gameplay, Lore and Role.
Not some Villian Class or some Lost Group of People.
- Gameplay
-Try to add something not in GW already.- Warrior - Tank/Frontliner
- Ele - Damage Caster
- Necro - Summoner
- Mes - Debuff
- Monk - Heal and Protect
- Rit - Hybrid
- Ranger - Range Spike
- Sin - Melee Spike
- Dervish - AoE Frontliner
- Paras - Buffer
Don't make a class like this kay, Try to make a Terrain Master(Scholar), Bonder/Tank(Templar), Converter(Chemist), Energy Healer(Artificer), De/Buff AoE Frontliner(Minstrel) or De-Buff Frontliner(Corsair).
- Uniqueness/Originality
-Try to add something not copied from other Games.
As you see in my new CCs, Their is none like it in any other game.
But you may get some ideas from other forumers but with permission or obviously okay.
Except for my Chemist and Ignore the names, but you get the point right^^.
You can see Anet wants to deliver something new, Like the Derv, Para, Sin, Rit and Mes.
Yes, Paras and Dervs are Paladins, Rits are Shamans, Mes are Illusionists, Sins are Ninjas.
But you can see they are different, Derv may be like Paladins but thier background and appearance are far from it.
Paras may look like paladins, but they use shouts and spears.
My Templar may be called a Templar but it's more of a Scripture-Using Crusader.
Last edited by [M]agna_[C]arta; Dec 09, 2007 at 07:43 AM // 07:43..
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Dec 09, 2007, 07:28 AM // 07:28
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#3
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Desert Nomad
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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MA = Martial Artist
But for you we may put Originality down^^.
But we need Uniqueness, Suitability and Gameplay.
I suggest a De-Buff Frontliner.
Here are some links which may be really good for your Class.
http://www.guildwarsguru.com/forum/s...d.php?t=135036
http://www.guildwarsguru.com/forum/s...php?t=10160414
http://www.guildwarsguru.com/forum/s...php?t=10193162
http://www.guildwarsguru.com/forum/s...php?t=10126002
They may be no MA but the Gameplay and System might be great for this CC^^!
Suitability is No.
You use your Armor as a Weapon, what if you gained Weakness and Crack Armor?
It maybe unique but Unballance, But I really like how you added Artistry to MA.
The only people who have done that is Daigara, Me(Mediator/Templar) and You.
Here is Daigara's MA but I don't require you to read it.
http://www.guildwarsguru.com/forum/s...php?t=10158279
If you ever copy from any of them you better send a message saying thanks^^.
Oh, BTW, Thanks Nebo, SC and AJ for I copied some of your Ideas^^!
Last edited by [M]agna_[C]arta; Dec 09, 2007 at 07:37 AM // 07:37..
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Dec 09, 2007, 03:21 PM // 15:21
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#4
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Academy Page
Join Date: Mar 2007
Location: Online
Guild: Shadow Pact Vanguard (Pact)
Profession: E/
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Thanks for the suggestions, that and gloves only decide damage type, Brawling decides damage with fists.
Last edited by Drake Eleric; Dec 10, 2007 at 06:43 PM // 18:43..
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Dec 10, 2007, 02:48 AM // 02:48
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#5
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Forge Runner
Join Date: Nov 2006
Location: USA
Profession: P/W
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I'd like to see an Empty Handed Class in Guild Wars. The only problem I see here are the Drunken skills. I don't think non-pve skills should rely on being Drunk. Also, you wouldn't be able to use them in PvP for lack of consumables.
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Dec 10, 2007, 11:08 AM // 11:08
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#6
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Desert Nomad
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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Suitability of Drunken Mastery and Gameplay of Ballance = Bad.
I think you made it worst, did you read propperly the threads I sent you.
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Dec 21, 2007, 02:38 AM // 02:38
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#7
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Frost Gate Guardian
Join Date: Oct 2007
Location: Canada!
Guild: none atm
Profession: R/A
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this needs a better name IMO.
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