Aug 28, 2006, 12:12 AM // 00:12
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#41
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Frost Gate Guardian
Join Date: Aug 2006
Location: USA
Guild: Silver Chain [SLVR]
Profession: N/W
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Yes i kno what adrenaline is but rage and adrenaline are different, Rage is the only form on energy for the executioner, where as the warrior uses both adrenaline and energy
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Aug 28, 2006, 12:35 AM // 00:35
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#42
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Banned
Join Date: Nov 2005
Guild: Noobs Just Took Halls [WTF]
Profession: Mo/E
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Quote:
Originally Posted by funnyman100
i dont have fear... and executioner doesnt use energy... i could put that in torture...
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how can a class not use energy? That would be an auto-matic throw away for the dev team
/notsigned because all the skills are way overpowered.
I think the concept would be great, but let ANet's team make the skills
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Aug 28, 2006, 01:26 AM // 01:26
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#43
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Frost Gate Guardian
Join Date: Aug 2006
Location: USA
Guild: Silver Chain [SLVR]
Profession: N/W
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your not signing it only because the skills are overpowered? And when i said the Executioner class doesnt use energy i meant that only that class whouldnt use it, they would still have an energy bar for the other professions just that this profession doesnt use the energy bar for skills. And like i said before te skills are just ideas
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Aug 29, 2006, 06:27 AM // 06:27
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#44
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Banned
Join Date: May 2006
Guild: [None]
Profession: W/
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Sweet! i guess i should come up with a skill eh? lets see... uhh...
Tightened Shackles- for 4-12 sec foe suffers from weakness and moves 80% slower.
not really great but its all i can think of =P
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Aug 29, 2006, 08:54 PM // 20:54
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#45
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Frost Gate Guardian
Join Date: Aug 2006
Location: USA
Guild: Silver Chain [SLVR]
Profession: N/W
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thx for the idea but i didnt get the rage and times... ill just make some up!
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Aug 30, 2006, 01:20 AM // 01:20
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#46
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Frost Gate Guardian
Join Date: Aug 2006
Location: USA
Guild: Silver Chain [SLVR]
Profession: N/W
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Here we go with the skills
Attributes:
Execution (Primary)-The higher this attribute the faster rage grows during battle.
Torture
Judgment
Whip Mastery
Skills:
Name-Rage (Executioner's "energy")-Casting time-Recharge time
No Attribute
"Release Him!"-20 Rage-none-30 seconds
Target foe becomes master less. (Attacks everything)
"He's Mine!"-20 Rage-none-30 seconds
Target master less being is now yours for 60 seconds or until it dies.
Chained Imprisonment-10 Rage-3 seconds-10 seconds
Target foe moves 50% slower and attacks 25% slower
Execution
Killer's Blow-15 Rage-none-15 seconds
If this attack hits it deals 10 - 85 damage. If the foe dies when the skill is used you gain 25% maximum health back.
Sword's Bane- 10 Rage-none-30 seconds
If swords bane hits deal 10 - 25 damage and if foes is killed you are healed for 50% maximum health.
Strike-1 Rage-none-2 seconds (acts as a normal attack)
Deals 0 - 20 damage.
Ring Around the Rosy-Elite Skill-20 Rage-10 seconds-30 seconds
Sacrifice yourself to do 75 - 150 damage to nearby enemies and 75 - 30 damage to nearby allies.
Strike of the Damned-Elite skill-30 Rage-none-100 seconds
If target foes health is under 30% and this attack hits, foe is instantly killed.
Strike of the Dying-20 Rage-none-40 seconds
If target foe is under a condition and if this attack hits the foe losses 20 – 85 damage.
Head Chopper-Elite-20 Rage-none-100 seconds NEW!
If target is hit it suffers a deep wound and bleeding and if hit takes +15 damage for 5 – 25 seconds.
Torture
Ring of Blood-10 Rage-5 seconds-10 seconds
Target foes begins to bleed and each time it is hit it takes +5 damage for 2 - 8 seconds.
Burning Lines-10 Rage-2 seconds-5 seconds
Target foes is set on fire for 3 - 7 seconds.
Drink of Poison-5 Rage-1 second-2 seconds
Target foes loses -1 - -3 health degeneration for 12 seconds.
"Eat It"-10 Rage-none-20 seconds
Target foe takes + 10 damage for 5 - 17 seconds.
Missing Limb-10 Rage-none-15 seconds
Foe starts to bleed and is crippled for 2 - 10 seconds.
Rotten Eggs-5 Rage-2 seconds-5 seconds
Foe is crippled for 2 - 15 seconds.
Crunch-5 Rage-none-10 seconds
Foe is crippled for 5 – 20 seconds.
Oppression-10 Rage-2 seconds-15 seconds
For 10 - 35 seconds, target foe moves 25% slower and using skills takes 25% longer. (Sereng Amaranth)
Frustration-5 Rage-3 seconds-10 seconds NEW!
Target foe suffers from weakness for 10 - 25 seconds. (shortcut444)
Tightened Shackles-15 Rage-3 seconds-20 seconds NEW!
For 4-12 seconds target foe suffers from weakness and moves 80% slower. (That Warrior Guyy)
Judgment
Tortured Soul-20 Rage-5 seconds-20 seconds
If target ally dies within 10-45 seconds a level 0-10 soul appears and fights with you for 85 seconds. (Deals ranged damage)
Sorrow's Words-Elite Skill-20 Rage-10 seconds-30 seconds
Target enemy is attacked with a ranged attack dealing 25 - 100 damage. If foe is killed you regain all lost health.
Lies of the Prisoner-15 Rage-5 seconds-25 seconds
For 15 seconds whenever target foe attacks they take 15 - 40 damage.
Speed of the Jackal-5 Rage-none-15 seconds
For 5 - 20 seconds you move 40% faster. (Remember the Executioner moves slower then other professions.)
“Cherish Your Life”-Elite shout-none-55 seconds NEW!
All foes within an earshot take Health degeneration of -2 and energy degeneration of -1 for 5 – 20 seconds.
Resurrect the Enemy-Elite-10 seconds-100 seconds NEW!
Exploit nearest enemy corpse to reborn it as a miniature version of itself like one of the archer spirits and the thing you reborn fights with you for 20 – 50 seconds.
Whip Mastery
Wolfen Speed-10 Rage-none-20 seconds
Skills activate and recharge 25% faster for 10 - 40 seconds while using a whip.
Whip Preparation-15 Rage-2 seconds-15 seconds
If a whip is equip skills do 25% more damage for 5 - 30 seconds.
(I need help with this one) (Anet could work on this attribute)
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Aug 30, 2006, 02:52 PM // 14:52
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#47
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Desert Nomad
Join Date: Jul 2006
Location: S. Wales
Profession: Mo/Me
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Quote:
Originally Posted by Funnyman100
(Anet could work on this attribute)
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and in the real world?
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Aug 30, 2006, 03:27 PM // 15:27
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#48
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Wilds Pathfinder
Join Date: Jun 2006
Location: Jersey, Channel Islands
Guild: Perfection Is Everything [PiE]
Profession: W/
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I love this idea, alot of thought in it /signed
and maybe, to prevent them from being overpowered, 10 energy and 1 energy generation.
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Oct 08, 2006, 06:14 PM // 18:14
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#49
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Frost Gate Guardian
Join Date: Aug 2006
Location: USA
Guild: Silver Chain [SLVR]
Profession: N/W
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10 energy would be too less mabye 15? But Executioner skills dont use energy
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Oct 08, 2006, 08:26 PM // 20:26
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#50
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Wilds Pathfinder
Join Date: Jun 2006
Location: Jersey, Channel Islands
Guild: Perfection Is Everything [PiE]
Profession: W/
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yeah! shouldn't this be in the Concept Class subforum?
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Oct 08, 2006, 11:59 PM // 23:59
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#51
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Wilds Pathfinder
Join Date: Jul 2006
Location: Deep in Maguuma, by the Falls
Guild: Liberators of Agony
Profession: Mo/R
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The mods were very busy creating that sub forum, so its not surprising that they missed one here or there.
On topic: if you make the energy level of the Executioner too low, they will be useless to most of the subclasses they could try and use. 10 energy, for example, would limit them to adrenaline based classes, as most spells/enchants/etc. take at least 5 energy. What uses is a subclass if you can only cast two spells with a horrifically low energy regen? So don't forget that while you're trying to balance this class.
But thats just my two cents.
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Oct 10, 2006, 08:56 PM // 20:56
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#52
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Frost Gate Guardian
Join Date: Aug 2006
Location: USA
Guild: Silver Chain [SLVR]
Profession: N/W
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ya that was what i was thinking about today and if it had low energy its skills would have to use less energy but if that happened and someone used executioner as a second profession and they could dominate with good skills that cost 10 energy. I wanted this to be put in the concept class forum.
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Oct 14, 2006, 12:59 AM // 00:59
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#53
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Pre-Searing Cadet
Join Date: Aug 2006
Guild: Nightmare Storm Riders
Profession: W/Mo
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I like 15 energy its decent but not terribly low. I got some armor ideas here:
Head:
Clothe of Execution:
+1 Execution (stacking)
Clothe of Despair:
+1 Torture (stacking)
Clothe of Sorrow:
+1 Judgement (stacking)
Clothe of Whip Mastery:
+1 Whip Mastery (stacking)
sorry i only have head ideas so far.
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Oct 14, 2006, 04:55 AM // 04:55
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#54
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Ascalonian Squire
Join Date: Sep 2006
Profession: Rt/
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I would like to pick up the idea of torture again.
Just as we have the assassin as the most dynamic with mobility, the executioner could be the most mobility limiting character and focused purely on only one victim at a time.
The limiting factor would be the executioner's slowness in switching to different targets and immobility upon executing a torture skill.
Skills along the torture line would include the following examples:
The Rack
You and the targeted victim become immobile for torture's duration. Victim suffers -6 health degeneration for x seconds. Victim is crippled for 10 seconds upon torture's end and is damage [5-15%] current health.
Guillotine
Strike an instant death upon victim at a chance of [5-10%]. Usage of this skill slows your speed by 66% for x seconds.
Stripped Flesh
You and the targeted victim become immobile for the torture's duration. Damage victim for [25-50%] their current health. All enchantments are stripped. Victim suffers bleeding for the torture's duration. Duration: [3-7] seconds.
During these immobile states, the torture skill line would allow for other small tortures. Torture is a primary attribute to the class (to prevent expertise exploits). The immobility would make the executioner extremely vulnerable and focused on only one target. They are high yield damage skills because of that vulnerability. Also, these would be considered greater torments. Greater torments would have a high recharge time and disable all other greater torments for their duration. Lesser torments may be used during the greater torments. All torments are touch range. Greater torments prevent all damage to the victim except for touch skills (cant have anyone else stealing the executioner's fun with a sword or anything can we?)
The skills animations would involve racks and other torture devices ripping up from the ground.
Now torture skills would be useful in pvp in combination with the assassin's mobility, but the executioner would be extremely vulnerable to mobbing and spikes.
Last edited by Xeupo; Oct 14, 2006 at 05:05 AM // 05:05..
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Oct 14, 2006, 05:11 AM // 05:11
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#55
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Krytan Explorer
Join Date: Jun 2006
Location: TX
Guild: Fashion Police [chic]
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at first i thot this was just a nother axe warrior w/ mroe deep wounds. but i like how mr. g and others made a real project out of it. If it were some other class w/ these ideas, i would accept, but if they ever used the ideas posted in CC forums, you'd have a duelist w/ a double-bladed sword, an executioner w/ a double-bladed axe, and so on. Thus destroying the warrior, who should remain the main tank, beef in game. if you all really just want the double-blade weapons and cool armors, then petition for those, but i dont think the warrior should ever b replaced by something to similar.
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Jan 25, 2007, 11:11 PM // 23:11
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#56
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Frost Gate Guardian
Join Date: Aug 2006
Location: USA
Guild: Silver Chain [SLVR]
Profession: N/W
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bump-ity bump-bump
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Feb 02, 2007, 09:59 PM // 21:59
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#57
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Desert Nomad
Join Date: Aug 2006
Location: Trust me you dont want to know my Chasms of Despair
Guild: Zaishen Brotherhood
Profession: N/Me
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Mr G is there any more to say...
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Apr 24, 2007, 10:34 PM // 22:34
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#58
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Frost Gate Guardian
Join Date: Aug 2006
Location: USA
Guild: Silver Chain [SLVR]
Profession: N/W
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re-bumping my old idea
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Apr 25, 2007, 01:10 PM // 13:10
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#59
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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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Quote:
Originally Posted by Sli Ander
Attribute ideas(sorry i'm no good with the names for things)
1. Improves chance of critical strikes using execution weapon-whatever the class weapon is
2.Brutality-Increases power of attacks using adrenaline(say an idea like Crushing Grip, a "bear hug" touch attack which leaves the foe crippled/lowerhealth max)
3.Torture-no inherent effect increases the power of attacks which are aimed at interrupting and lowering max health of foe
4.Fear-some benefit from chain killing/buffs to your team? Maybe some benefit from the number of foes affected by a certain type of skill
Even if it does sound similar to a preexisting build, it had some interesting possibilities. It would be really cool to see you flesh this out, especially if you could give some minor caster abilities as well as melee. Maybe some psychological effects.
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The first one is already an attribute for a profession, i.e Critical Strikes for Assassins. The fourth one seems ok, but depending on skills, it may be COMPLETELY overpowered. Meaning, if you are spreading conditions around, like the dervish, and getting a benefit like adrenaline, health, or energy, that would be a lot of healing going on making you almost invicible, especially in a farming/soloing situation.
-Dean
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Apr 25, 2007, 09:37 PM // 21:37
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#60
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Frost Gate Guardian
Join Date: Aug 2006
Location: USA
Guild: Silver Chain [SLVR]
Profession: N/W
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Quote:
Originally Posted by Dean Harper
The first one is already an attribute for a profession, i.e Critical Strikes for Assassins. The fourth one seems ok, but depending on skills, it may be COMPLETELY overpowered. Meaning, if you are spreading conditions around, like the dervish, and getting a benefit like adrenaline, health, or energy, that would be a lot of healing going on making you almost invicible, especially in a farming/soloing situation.
-Dean
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the first attribute was changed... so now it does something else
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