Jul 18, 2006, 06:00 PM // 18:00
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#62
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Frost Gate Guardian
Join Date: Feb 2006
Location: USA
Guild: The Primevil Spartans
Profession: A/
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Quote:
Originally Posted by NinjaKai
I doubt ANet would create a skill that allows people to move 33% faster when skills like sprint only allow the user to run 25% faster. Most of your spells are too low cost and short recharge time. And the damage numbers are very high for the skills.
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well can tell you have nvr played a ranger b4 lol.....dodge/zojuns assassins have dodge which i think is 33%. chech info first
What i cant understand is that if alot of ppl agree with this why do ppl jump all over the topic of guns in gw(not machine guns muskets and such).
Migh work ok but the seige machines would have to be scaled to the amout of dmg the actual players can do.
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Jul 18, 2006, 09:00 PM // 21:00
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#63
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Wilds Pathfinder
Join Date: Dec 2005
Profession: R/
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This is a great class, if I didn't vote for it I really should have.
Here are some ideas for skills (I won't give a lot of details, just ideas):
Blade Mine: Place a mine at your location. While it lasts, any enemies that get too close will take X amount of slashing damage each second, and become crippled.
Reload: spend X amount of materials, and reload target turret. The materials spent to reload the turret will count towards the total amount of materials that the turret holds.
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Jul 18, 2006, 10:16 PM // 22:16
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#64
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Academy Page
Join Date: Jul 2006
Profession: R/
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I love this idea!
Kinda reminds me of a trapper-elementalist mix though...
And you avatar Rikimaru. Vincent Valentine = Second best FF char ever
Last edited by Cid; Jul 19, 2006 at 10:52 AM // 10:52..
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Jul 21, 2006, 08:40 AM // 08:40
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#65
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Wilds Pathfinder
Join Date: Apr 2006
Guild: Sentients of Shadow (noir)
Profession: Me/E
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Added a whole slew of updates in regards to the mystery surrounding nightfall and the new classes. A couple of neat new skills have been added, including Rikimaru's reload idea. Also I changed the physics of the crossbow to a more armor piercing weapon and updated the machine knowledge attribute at add a % of armor piercing bonuses to crossbow weapons. Garrote and hand cannon skills were also changed to make it a devastating but costly weapon to use, since many of the skills deal self damage or conditions. The skills Fake and Decoy were also added and are quite nice... hehehehe.
I did some thinking on linking hand cannon skills and crossbow skills to materials, but looking at it having an engineer as a secondary would be an easy way to abuse those skills by just using the material pool to spam cannon and crossbow attacks at nearly no cost at all; since materials recycle back to the pool once and contraption or bomb has been used or destroyed (For example: A crossbow skill with a material cost of 2 could always be used over and over, since the 2 materials used by the skill continually recycle. Putting a recharge time on materials to manage this would just complicate things.). Also keeping these with an energy cost will help to intergrate the engineer with other classes. Materials at this point would be best to still stand unique to building skills.
~Crits and ideas always welcome~
And vote!
Engineer spike Ftw!
Man all this thinking on game physics... I feel like a developer (:
Last edited by Lordhelmos; Jul 21, 2006 at 09:08 AM // 09:08..
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Jul 22, 2006, 12:13 AM // 00:13
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#66
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: The Lost Dynasty [SEEK]
Profession: W/Mo
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This is one of the best ideas for a firearms based profession Ive seen. I'd like to make a few suggestions tho.
The firearms should be in there but with different types
1) Long Rifle (2 handed)
Piercing DMG (Why piercing? To keep skills like Shields Up useful) 20-40
Range: 1.25 Aggro circles
Reload time: 2.5 seconds
Chance ot hit: 75%
2) Musket (2 handed)
Piercing DMG 20-40
Range: 1 Aggro circle
Reload time: 2 seconds
Chance to hit: 60%
3) Handcannon (Pistol seems too... Modern. One handed)
Piercing Damage 20-40
Range: .75 Aggro circles
Reoload time: 1.5 seconds
Chance to hit: 50%
Hand Cannons can be dual wielded with a 50% increase of attack speed but additional 50% chance to miss. This would be done my simpley dragging your 2nd Hand Cannon onto your offhand. To keep things balanced with other firearms, when you dual wield handcannons you only gain bonuses from the one on your... Not off-hand...
Firearms fall under demolitions but for each point in Craftsmanship you get an extra 2% chance to hit using a firearm
I also think that when a bomb explodes you should only get half oyur materials back, making skills that salvage them more valuble.
Last edited by Cataclysm; Jul 29, 2006 at 09:01 PM // 21:01..
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Jul 22, 2006, 11:44 AM // 11:44
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#67
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Frost Gate Guardian
Join Date: Jul 2006
Location: Swe
Profession: W/R
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Take your Stupid Team fortress Elsewhere...
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Jul 22, 2006, 04:02 PM // 16:02
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#68
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: The Lost Dynasty [SEEK]
Profession: W/Mo
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Quote:
Originally Posted by fleshvirus
Take your Stupid Team fortress Elsewhere...
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Thank you for your very useful contribution to this thread.
Upgrades for guns would be
~~Ammunition~~
Silencing
Sundering
Vampiric (It would have to break the 5:1 barrier to be useful, maybe 7:1)
Icy
Firey
Ebon
Shocking
Barbed
Piosionous
Cruel
Zealous (Maybe +2 energy considering the hella reload)
~~Barrels~~
Of Defence
Of Warding
Of Shelter
Of Monsterslaying
Of Fortitude
Of Demolitions
Of Enchanting
So for instance you get a gold Draconic Long Rifle and salvage it and get Sundering Ammunition or whatever.
~~Crossbows~~
Only 1 type of Crossbow
Piercing Damage 20-30
Range 1 Aggro circle
Reload Time 1.75 Seconds
2 handed
Upgrades:
~~Bolts~~
Silencing
Sundering
Vampiric (7:1?)
Icy
Firey
Ebon
Shocking
Barbed
Piosionous
Cruel
Zealous
~~Stocks~~
Of Defence
Of Warding
Of Shelter
Of Monsterslaying
Of Fortitude
Of Demolitions
Of Enchanting
Last edited by Cataclysm; Jul 22, 2006 at 04:15 PM // 16:15..
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Jul 22, 2006, 07:23 PM // 19:23
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#69
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Wilds Pathfinder
Join Date: Apr 2006
Guild: Sentients of Shadow (noir)
Profession: Me/E
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I like the idea of multiple types of firearms for the engineer, but I am also leaning towards the engineer being a class that revolves around building skills, turrets, and bombs over firearms. I don't want to make the engineer class too firearm inclined. Hand cannons and crossbows are really just support weapons and skills for the engineer. Maybe a gunslinger or marksman class would be more inclined to have rifle specialties, since the single target shooting and reload times would make those kinds of weapons more inclined to sniperish skills. I also dont want to spend too much of the engineers roles to range firearms due to the ranger already dominating in that field with the bow. Great ideas though
I will definitely add you upgrades to the class description as well Cataclysm.
Last edited by Lordhelmos; Jul 22, 2006 at 07:38 PM // 19:38..
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Jul 22, 2006, 08:12 PM // 20:12
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#70
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Wilds Pathfinder
Join Date: Dec 2005
Profession: R/
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If you want it to be really unique, you could make the Engineer's weapon Black Powder Bombs. Just keap tossing out one after another..
Of course, you'd have to change the name of the skill version.
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Jul 22, 2006, 08:16 PM // 20:16
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#71
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: True Cinema
Profession: W/
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we turning Guild Wars into Team Fortress?
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Jul 23, 2006, 03:45 AM // 03:45
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#72
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Wilds Pathfinder
Join Date: Apr 2006
Guild: Sentients of Shadow (noir)
Profession: Me/E
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Quote:
Originally Posted by Rikimaru
If you want it to be really unique, you could make the Engineer's weapon Black Powder Bombs. Just keap tossing out one after another..
Of course, you'd have to change the name of the skill version.
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Yeah I thought about the concept, I'll have to plot some more on what direction im going to take as far as the engineers weapons are concerned. I do like the current weapons with the crossbow having unique wire effects and the handcannon being a self inflicting but damaging weapon.
Also too many people are thinking too modern when approaching the subject of an engineer class. If I recall I dont see the stone summit engineers in irons mines wielding uranium churning rail drivers.
And no the object is not to turn Guildwars into team fortress but build on a fun concepts. Because blowing things up is always cool
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Jul 23, 2006, 05:11 AM // 05:11
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#73
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Here is my Engineer Concept Sketch.
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Jul 23, 2006, 12:10 PM // 12:10
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#74
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Frost Gate Guardian
Join Date: Feb 2006
Location: In your mind
Guild: OMNI clan UK
Profession: D/N
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I've always wanted a class like this since I first saw the shiverpeak dwarves... CHAPTER 4 VIKING DWARF ENGINEERS FTW!!!
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Jul 23, 2006, 04:16 PM // 16:16
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#75
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: The Lost Dynasty [SEEK]
Profession: W/Mo
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Quote:
Originally Posted by actionjack
Here is my Engineer Concept Sketch.
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Oooh prettyful. I wish I could draw my idea. But I suck at art
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Jul 23, 2006, 04:51 PM // 16:51
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#76
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Wilds Pathfinder
Join Date: Dec 2005
Profession: R/
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Wow, aside from the helmet and lack of little tools scattered across it, that's pretty much just how I imagined the Engineer looking.
Nevermind, I see the tools now.
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Jul 29, 2006, 09:01 PM // 21:01
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#77
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: The Lost Dynasty [SEEK]
Profession: W/Mo
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Hmmm... In Nightfall PvP event I notice that ANet dislikes high damage potential 100% of the time (9-41 with a scythe?!) so I tweaked teh damage on teh guns a little
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Sep 11, 2006, 05:45 PM // 17:45
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#78
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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I don't think building big turrets in the middle of battle is really viable but sticking with the bomb/gun/mechanical crossbow idea is definitely cool. STICKY BOMB!!!! LOL.
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Sep 11, 2006, 07:14 PM // 19:14
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#79
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Frost Gate Guardian
Join Date: Sep 2006
Profession: A/
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Sticky Bomb; 5 energy, 5 materials, 1/4 activation, 20 recharge.
Elite Attack. Lob a Sticky Bomb at target foe. If it hits, that foe is hexed with Sticky Bomb for 3 seconds. When this hex ends, all adjacent foes take 20...80 armor piercing damage.
Mwahaha. Sticky Bomb Spikes for the win!
EDIT: Materials don't seem completely necessary for this class if you treat each gadget as a "maintainable trap" that subtracts one energy regeneration.
Last edited by GD Defender; Sep 11, 2006 at 07:21 PM // 19:21..
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Sep 27, 2006, 07:00 PM // 19:00
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#80
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Ascalonian Squire
Join Date: Aug 2006
Guild: [LaD] Light And The Darkness
Profession: E/Mo
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I really like this idea and all you haters bag'n on the idea of him building stuff outa materials he carry's...think about rangers...they got traps like Flame Trap...what they just throw a torch at someone? NO they magically make fire shoot up when they step on it...(MAGICALLY) if ya think about it Engineer isnt that unrealistic compared to some other stuff that goes on in guild wars.
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