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Old Jul 13, 2007, 01:12 PM // 13:12   #1
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Default Concept Class Challenge - Rogue

actionjack, I hope you don't mind if I create another. I thought the first one was such a good idea, I thought I'd create another one.

The idea is similar to those of you who have done the Concept Class Challenge for the Strategist. Come up with a design model centered around the name of this class. I encourage everyone to try different ideas and at the same time improve off each other's ideas to come up with a great class idea for the rogue. In this thread, you are allowed to copy another's idea if it helps you make your own (just reference whose idea you got it from).

The rogue is not a good term to call someone, because it compares them to a well known, but rarely spoken about profession that works in secret. In times of peace, rogues are social parasites. They steal from the rich and share it amongst those of their gang. They call the rich 'noneeds,' because as they figure, if they have so much money and don't spend it, they have no need for it. Like a wolf pack, rogues rarely work alone, prefering to work in very tightknit groups. Everybody in their group knows their purpose and executes it flawlessly. Almost all rogue gangs can steal from unarmed men, but some of the more adventurous have dared steal from the king's treasury. Many famous rogue groups have sprung up during times of oppression, however the very best of rogue groups are the ones that are never known about because they have never been caught.

During times of war, rogues find a profitable gain for getting involved, comprising of some of the most elite armies. However make no mistake, if you see a rogue during war time, you can assume two things: 1) He is getting paid well and 2) You can only see him because he lets you. Most of the time however, most of the fighting done by rogues is never noticed.

A rogue's only true alliance is with its gang, which a rogue will trust with his life. This tends to result in a lot of rogue spies, and even double agents during times of war, getting paid from both sides.

When they are in danger, its best defense is its ability to make himself unnoticed. They have the uncanny ability to mix into large crowds and make themselves very hard to detect. Rogues, while eager to steal, are not as quick to kill because it is immoral or if nothing else, because it brings trouble.
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Old Jul 13, 2007, 02:04 PM // 14:04   #2
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Ugh... the Rogue. Love the class concept... However... A lot of the beauty for me is the role-playing scenarios rogues get into - picking locks, breaking into places, stealth and stealing stuff... All concepts that, unfortunately, don't seem to mesh well with Guild Wars... which is all about combat

However, one idea I would like for a 'rogue' class would be Poisons - like the Ranger's Preperations, they're buffs to weapons. They'd either apply on the next hit you make, for stronger toxins; or would last for the next X number of hits, for weaker poisons. Like, for example:

Incendiary Oil 5e 1c 8r
Poison. For 12 seconds, your next 1...3 attacks cause Burning for 1...7 seconds.

or...

Mindnumb Venom 10e 2c 15r
Elite Poison. For 6 seconds, your next attack causes Daze for 4...14 seconds.

Well, you get the idea... Most of them could be linked to an Attribute specifically dealing with poisons and other rogue-ish debuffs, Alchemy or something. Also, some of the stronger ones (or all of them, even) would only be useable with the Rogue's weapon (... shortsword? rapier? ... we have daggers already, damn assassins)

Anyho, best of luck with trying to make Stealth fit into Guild Wars
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Old Jul 13, 2007, 03:26 PM // 15:26   #3
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Well, I realize that stealth can't exactly be incorporated, it is still part of its background.

Perhaps they could have a spell which causes them to be 90% translucent. You know, you can see them, but if you're not looking for him, he could be right next to you in a heartbeat. To make that work in PvE, the monsters would have to have a percentage of spotting you (so long as you don't attack).

Perhaps that could be its primary? An attribute which renders him transparent for each point placed in it up to 90% transparency at level 16 (but only when combat begins, or it'd be rather annoying).
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Old Jul 13, 2007, 03:45 PM // 15:45   #4
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Alas, stealth-type skills would either be useless in PvP or broken... There's always Ctrl

I could most definately see a 'Stealth' skill working in PvE... Whereby either monsters don't notice you untill you use a skill/attack them, OR they won't aggro on you till you get too close or whatever.

Another thought... Position-related attacking - ranged attacks get bonus damage and range when you're above your target, right?

Well... The Rogue class deals bonus damage or has a higher crit chance when behind a target (behind being the 180-degree arc of the back half of a target)
You could even have attack skills or somesuch - Ambush, Sneak Attack, Backstab - that deal extra damage/conditions from behind...
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Old Jul 13, 2007, 04:16 PM // 16:16   #5
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I like that idea. Throw in a couple teleportation skills that would get them behind a foe as well.

As for the 'ctrl' problem, perhaps they could lighten that up too, so that too would be difficult to see. It isn't that you couldn't target it, just that they would be difficult to spot.
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Old Jul 13, 2007, 04:45 PM // 16:45   #6
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Quote:
Originally Posted by Hawkeye
I like that idea. Throw in a couple teleportation skills that would get them behind a foe as well.
Isn't that what the /A secondary could be used for?
I'd rather have the rogue develop as a condition-heavy brawler/skirmisher type than an Assassin clone...
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Old Jul 13, 2007, 09:30 PM // 21:30   #7
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What are the prizes?
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Old Jul 21, 2007, 12:32 AM // 00:32   #8
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Oh dear... 1 CCC gets sponsored(it was like CCC # 3 or 4, by the way) and now it's not just for fun anymore.

But firstly I've gone rogue hardcore from almost the first time I touched D&D, and yes referring to a rogue means referring to a D&D rogue, because WotC where the first to use the adverb as a class name giving its all it's flair, upon witch one can pretty much say all rogues in all other games are based.

The name/word rogue it'self is an adverb signifying the person/object as someone who tends to break the rules.
There are at least 8 types of rogues, assassins are a type of rogue!
In GW context a rogue means basically a dirty fighter; assassin attacks and especially deadly arts are pretty dirty techniques, I figure.

So making a rogue CC seems impossible too me as it would automatically have too incorporate all assassin skills.
I'd say peeps should make classes of one of the rogue subtypes instead.
(Its 2AM right now, but I'll try my best to sum some from my head)
  • The (normal) thief rogue
  • The assassin rogue (quick kill)
  • The acrobat (movement rogue)
  • The bandit rogue (ranger turned rogue, traps & (cross)bows)
  • In D&D I play a sword dancer'ish rogue(maximizing attack speed, to sneak attack as much as possible)
  • The ninja || a monk/martial artist turned rogue(using weaknesses by medical knowledge, and/or combat knowledge)
Plenty more which I wouldn't know off the top of my head, especially at 2AM.

GW assassin is obviously a rogue as they contain skills edging towards all of those types(and probably the ones I forgot too) except the thief maybe, but focuses on the quick kill.
Making CC's for the other focuses might be a good idea,
I've been working on an acrobat for quite a while now,
but that may take quite a while longer; though I did have a surplus amount of time while in France and got to think on it quite a bit.

Last edited by System_Crush; Jul 21, 2007 at 12:44 AM // 00:44..
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Old Jul 21, 2007, 12:38 AM // 00:38   #9
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Lucky Me^^!
I already have a Rouge CC^^!
And Good you'r Back SC^^!


__________________________________________________ __________________________________________________ __________________________________________________ _________________________________________________



Rogue (Rg):
-"The Ace Gambit"

Quote:
The Rogue, The Rougue Specializes in Stealing or Stripping Armor, Runes, Insignias and Weapons of Foes. And they can Cause Major Condition Pressure to Enemies killing them in the Most Painful Way also they wield Claws enabling them to Deal More Conditions and Damage. Laslty they can Trick Enemies by Cloaking their selves with Deicet and Deception giving Enemies False Information about you.

Luck(Primary)
-For each rank of Luck, Your Chance of Success in your Skills gain by 1%.
Gambit's Luck[Elite]
-Skill, 10e|20r : For 10-30 seconds. Your Chance of Success, increases by 1-15%.
Felicity
-Skill, 5e|1c|10r : For 5-20 seconds, You gain no Adrenaline but whenever you Strike a Foe you gain 1 energy (Maximum 1 Energy).

Claw Mastery
-Specializes in Dealing with Claws and Condition Pressure.
Triple Ace[Elite]
-Claw Attack, 10a : Deal +1-9 Damage and Target Foe suffers from Poison(Chance of Success 25%), Disease(Chance of Success 25%) and Bleeding(Chance of Success 25%) for 3-12 seconds. Chance of Failure 25%
Wild Card
-Claw Attack, 8a : Deal +2-11 Damage to Target Foe if that Foe's Health is Below 50% you Deal a Critical.
Ace of Spades
-Claw Attack, 5a : Deal +2-12 Damage to Target Foe.

Thievery
-Specializes in Stripping, Stealing and Disarming.
Unlucky Draw[Elite]
-Skill, 15e|25r : Steal 25-75 Health from Target Foe but that Foe is healed for 5-25 Health. Chance of Success 50%.
Pickpocket
-Skill, 5e|25r : Steal 1-5 Energy from Target Touched Foe. Chance of Success 75%.
Strip Weapon
-Skill, 10e|15r : Target Touched Foe suffers from Disarm for 3-12 second. Chance of Success 75%.

Deception
-Specializes in Survival, Anti-Melee and Deception.
Joker[Elite]
-Spell, 10e|.25c|25r : For 2-15 seconds Your Health will Appear to be Empty to Foes. This skill end when you'r Health reaches Below 50-25%. When you'r Health reaches Below 50-25%, You steal 5-20 Health from Adjacent Foes. Chance of Success 25%.
Blackjack
-Spell, 5e|1c|20r : For 10-20 seconds, Next time you'r Hit You and Nearby Foe are Blind for 3-9 seconds, Whenever a Nearby Creature uses a Skill, This is Undetectable. Chance of Success 50%.
Covered Deck
-Spell, 10e|.75c|45r : For 3-15 seconds, You appear to be 66% Translucent to Foes. And Atack Skills on you have 50% Chance of Missing. Chance of Succes 25%.


Claws System
-A Claw can Strike a Foe 3 Times in just 1 Blow.
Dealing Multiple Damage and Conditions.

Claws
Slashing Damage 9-15(req.9 Claw Mastery)
Reswing 1.25
Dual-Handed
Melee


__________________________________________________ __________________________________________________ __________________________________________________ ______________________________________________

Hope You like it^^!

Last edited by [M]agna_[C]arta; Jul 21, 2007 at 12:03 PM // 12:03..
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Old Jul 22, 2007, 02:33 PM // 14:33   #10
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Ill combine here some ideas with mine and put in my CCC of a Rogue, what i think, would be the best rogue of all GW could need.

Rogue > Rg, or Ro or Re

Max HP 480

Max E 25

E Reg >>>

Armor 70

Weapons
Claws, Bows, Throwing Daggers

The Claws: 1 Weapon handled like a 2H Weapon, so no Fokus/Shield
Damage: 5-20, Speciality: 1 normal Attack hits 1 Enemy up to 3 times at random, when the quick rogue makes an combo with his claws at hands and feets, Speed: like daggers , Standart chance for combo: 10%

Bows of the rogues r others as those of a ranger, they do slightly lesser damage, but have higher range and better chance for criticals
Damage: 12-22, +15% more range, +10% criticals vs far enemies

Throwing daggers get handles as 1h Weapon, focus items r gloves, which hold more daggers (optical)
range is like dancing daggers of the sin.
Damage: 10-28 slash damage, speciality: each hit of a throwing dagger cripples 1 enemy for 1 second

Symbol a money sack with gold coins

Color sunny orange

Attributes

Main:
Outlaw's Agility
Increases ATK/Crits for throwing Daggers, every point in OA increases the attack speed and movement speed of the rogue by 2%.
Further for every point in here the rogue receives 1 point more max energy.

Claw Mastery
Increases damage and critical rate of claw weapons, icluding the automatically chance of doing claw combo attacks, doing 3 attacks in a row with 1 move vs single enemies.

Vulture's Eye
Increases damage and range of ur bow weapon and the chance of doing criticals vs far away standing enemies.

Thievery
Increasing this attribute will result in higher chances of disarming, stealing an stipping enemies of weapons, armors, runes, insignias, focus items and head gear or in simple deactivating of enemy skills and massivly perma disrupting of melee enemies. It will include too self buffing and healing skills.
==============

Example Skills:

OA:

"Quick as the Wind" *Stance*/ 10 E, CT1/2s, RT 15
The Rogue will become as quick as the wind, raising its movement speed for 10-3 seconds by 50-100%

"Eyes of a Fly" [Elite]*Spell*/ 10 E, CT 3, RT 10
The Rogue will receive for the next 10 seconds the instinct of a fly and dodge the next 1-3 physical attack or sigle target magic for 100% and will warp into the behind of the enemy, which has tried to attack the rogue

CM:

"Wild Tiger Claws" / 15 E, CT 4, RT 25
The rogue will cry for an wild war cry, making an shadow step into the back of one selected enemy and attck for a consecutive 7 Hit combo, disrupting the enemy, when starting a spell. Each of this hits does 25% lesser damage than a normal attack and the final hit has 20% armor piercing chance.

"Spiral Claw Dance" [Elite]/ 10 E, CT2, RT 15
The rogue wil start a claw dance for 3-10 seconds, dealing +15-25 damage per second to enemies around him.

VE:

"Vulture's Peak Shot"/ 10 E, CT 1, RT 10
Shoots out 1 arrow, that has +10% range and does +15-25 damage, when the enemy is far away from u or stands in a place, thats lower than you.

"Attantion!! An Arrow!!"/*Shout*/ 5 E, CT 1, RT 10
For the next 3-7 seconds all allies of the party in range of the shout will receive -15% damage from arrow attacks and the bonus atk power of enemies, which shoot from an higher place at u wil not count.

TV:

"I'll take off ur Stuff" /*Stance* / 10 E, CT 2, RT 45
For the next 30 seconds, as long as the stance is active, ur chance of disarming ur physical oppnonents is increased by 1-10%, the Stance automatically ends, when ur HP go under 50% or when the rogue got thrown into the ground.

"Power Siphon" [Elite] / *Enchantment*/ 15 E, CT 4, RT 35
For the next 5-15 seconds the rogue will suck from its enemy with each hit 75% of the done damage and receive the done damage as healing (max 60/s).
Does the Rogue attack a magical class, than the rogue will receive 5% of his done damage per hit suck of energy from his enermy and receive energy healing instead of life points.(max 3/s)


Armor Insignias

*Thiefs-* - Armor + 5 vs. physical attacks for every 5 ranks in Thivery
*Outlaws-* - +3 Energy for Chest, +2 for legs, +1 for hands
*Stalkers-* - +15 armor vs. Dark Element
*Culprits-* - Increases chance of disarming, stripping ect. by 3% for chest, 2 for legs and 1 for hands

Last edited by Phoenix Tears; Jul 22, 2007 at 02:38 PM // 14:38..
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Old Aug 01, 2007, 05:03 PM // 17:03   #11
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Quote:
Originally Posted by [M]agna_[C]arta
-Specializes in Stripping
ummmm cool especially the female ones
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