Feb 27, 2007, 04:30 AM // 04:30
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#1
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Ascalonian Squire
Join Date: Feb 2007
Profession: Me/Mo
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Rogue
Rogues - A class that involves a balance of stealth, combat, and magic for both large-scale battles and single targets. Their attributes and skills would allow for versatile builds and combos to provide a plethora of strategies to this class.
Story: When a few assassins escaped Cantha and the ordeals that took place within, they headed to a place of great hope and promise--Elona. However, upon reaching Elona, they found the land in its own turmoil. Deciding to stop running, they tried to assist in the task of ridding the world of Abaddon, only to find themselves taken by Nightfall. Through sheer will, only a handful of these assassins overcame Nightfall, but found themselves with strange new powers. Combined with their inherit stealth skills, this magic made them into another profession entirely. Fearing the retributions of bearing these new powers, they remained in hiding until now.
Stealth - (Rogue unique attribute) Reduces the radius of your detection circle based on rank in this attribute.
Prowl - Stance. For 6...17 seconds, you are undetectable by enemies and move 25% slower. This skill ends when you use another skill or attack.
Shadow Mastery - Includes skills that cause a few effects such as Dazed or Blinded, as well as enhancing attacks with damage or sapping effects.
Darkness - Skill. Target touched foe is Blinded for 5...12 seconds.
Shadowbind - Preparation. For the next 12...25 seconds, your attacks cause Blindness.
Blinding - Ritual. Summons a level 1...3 spirit. For 24...108 seconds, all creatures in the area under the effects of blind are blinded until the duration of the spirit is up, or until they leave the area of effect.
Toxin Mastery - Includes skills that cause any range of effects, like Poisoned, Dazed, Deeply Wounded, or Bleeding by numerous means, such as preparations, rituals, traps, or direct effects.
Venus Fly-trap - Attack. Deal +2...10 damage and poison the enemy.
Poison Darts - Trap. Cause 10...32 damage and poison the enemy.
Dizzying Fumes - Trap. Blind and Daze the enemy.
Versatility - Replaces any weapon mastery, but with half the effect. Shields impact the Rogue's ability to cause damage. Deals in attack skills and techniques.
(Technique: enables the use of certain skills. I.e., there will be skills that require a technique to be activated prior to use. Techniques last indefinetely, but can removed as stances.)
Agility - Technique. Attack 10% faster.
Triple Slice Dagger...Sword...Axe...Scythe Attack. Requires Agility. Three successive attacks that do +7...21 damage each.
Strength - Technique. Deal 25% more damage, but take 25% more.
Exhausting Thrust Sword Attack. Requires Strength. All skills are disabled for 10 seconds. Does +22..50 damage. Ends Strength and does 25...11 damage to the user.
Feel free to add any ideas of your own.
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Feb 27, 2007, 06:12 AM // 06:12
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#2
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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I will comment on the attributes...
Stealth: how does it work in PvP?
Shadow Mastery: The name might/should change
Toxin Mastery: Interesting and very fitting.
Versatility: Interesting, seem pretty useful. A unique idea with out the need of introduce a new weapon type. Could work to some level.
Overall: Not bad. Still would like to see Steal skills in there though... and Stealth is always hard to balance....
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Feb 27, 2007, 06:19 AM // 06:19
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#3
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Krytan Explorer
Join Date: Jul 2006
Location: Australia
Guild: Myth and Legends [Myth]
Profession: R/
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/cough WoW /cough
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Feb 27, 2007, 05:25 PM // 17:25
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#4
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Desert Nomad
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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/cough Assasins /cough
.... really its a sin for goods sake.....
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Feb 27, 2007, 05:51 PM // 17:51
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#5
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Frost Gate Guardian
Join Date: Sep 2005
Guild: Clan Union [Uni]
Profession: W/
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I like the idea.
It kinda resembles the NWN rogue more than WoW's one tbh.
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Feb 27, 2007, 05:59 PM // 17:59
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#6
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Krytan Explorer
Join Date: May 2005
Guild: none.
Profession: W/
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I also like this idea. It's not like an assassin, because this is more like a "jack of all trades, master of none" in the sense that you can use any weapon mastery less efficient.
Although stealth used to be in this game before release (alpha or beta), I don't see how they could actually try and work it in now, with more classes in the game..
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Feb 27, 2007, 06:30 PM // 18:30
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#7
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Academy Page
Join Date: Jan 2006
Guild: [BotW]
Profession: Me/
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I suggested the stealth mechanic on a class a while back, it's cropped up a number of times since.
But when I suggested it, I had it as:- Stealth: Each rank in stealth shrinks your aggro bubble by 1.5% and gives you X armor vs. attacks coming from outside your aggro bubble.
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Feb 28, 2007, 05:54 AM // 05:54
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#8
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Ascalonian Squire
Join Date: Feb 2007
Profession: Me/Mo
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Quote:
Originally Posted by actionjack
I will comment on the attributes...
Stealth: how does it work in PvP?
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Possibly a "chameleon" effect, where higher stealth ranks make it harder for the enemy to see you. Or maybe an alternate effect in PvP, or altogether for that matter, like armor/attack bonus while using stealth skills. Steal skills might be a good idea, but only if on enemies. That would be a little much if you could steal from other players. I think if it used stealing skills, there should be some sort of limit placed on what/how much you can steal.
And this is nothing like the WoW rogue. If anything, it's like a combination of a ranger and assassin. What do you guys think of the idea of techniques? :P
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Feb 28, 2007, 08:16 PM // 20:16
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#9
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Krytan Explorer
Join Date: Feb 2007
Location: Boston, MA
Guild: Higher Order [HO]
Profession: D/
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Techniques seem to be a lot like stances or preparations. Except i like the word technique better than stance. I suppose they could change some existing stances and call them techniques(I.E. Frenzy, Flurry, etc.), the ones that sound like they have nothing to do with "standing". Its not a bad idea, i like the concept, it just lacks execution. It does sound a lot like an assassin.
and FYI, Aggroing enemies has nothing to with YOUR aggro circle and all to do with the MONSTERS aggro circle. We all know what you mean, just the wording is off.
Maybe instead of the concept of invisibility, you give them a low armor class(60), and have the primary give like a 3%/lvl chance to dodge incoming attacks much like Redwinter's idea. Maybe 3% is a little too high, just trying to balance the low armor.
Last edited by Soul of the Scythe; Feb 28, 2007 at 08:20 PM // 20:20..
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Mar 01, 2007, 12:09 AM // 00:09
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#10
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Ascalonian Squire
Join Date: Feb 2007
Profession: Me/Mo
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Techniques would be different from stances, because they last indefinetely and the effects would be more subtle, and they would be required to use specific attacks. And techniques stand apart from the assassin's attacks because it would be one technique that allows you to use a handful of skills, that don't necessarily end the technique, as opposed to the succession of attacks assassins have. And aggroing enemies does have to do with your aggro circle. I mean, just look at what its called. True, enemies have their own aggro circles, but aside from spotters and other enemies that are meant to see you from farther distances, your aggro circle is exactly like your enemies'. But like I said, an armor bonus could be used an alternative, since reducing the aggro circle wouldn't work in pvp anyway.
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Mar 01, 2007, 12:58 AM // 00:58
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#11
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Desert Nomad
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hmm, yes, a rogue would be nice, a class, that uses stealth techs combines with bow attacks and or dagger attacks, that will support at the front line or the backline, causing diffente negative status effects, like poison, weakness, desease, blind and steals enemys weapons temporary, to lower enemys attack power, or steal temporary armor, to lesser enemys defense power, steling foki, to lesser enemys max energy and so on.
when i think on rogues , i must remember on games like ragnarok online ^^, that goes for other classes too, like the alchemist, which i miss in gw too, then i miss for the assasin, that it can throw shurikens and kunais as equippable weapon, not per wannabe skills, like dancing daggers -.-
rogues would fit Guild Wars good, but Alchemists too and a Knight, that has a mount, like a special Moa, that is big enough for the job (peco knight XD)
called then "Cavalerist" lol, but not so much OT, im full of class ideas XD
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Mar 01, 2007, 02:26 PM // 14:26
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#12
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Krytan Explorer
Join Date: Feb 2007
Location: Boston, MA
Guild: Higher Order [HO]
Profession: D/
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What I'm saying regarding the aggro cicrcle is that, the one around you is used just as a reference(for the range of AoE effects, nearby, adjacent, within earshot, etc.). Just because an enemy comes into your aggro circle doesn't mean your gonna go attack it, but if you step into a monsters aggro circle, they WILL attack you. It is saying that if any enemy gets into your aggro range they will attack you, not because they are in your aggro circle, but because you are in theirs. So if you shrink your own, you will still be in theirs. Therefore the skill would have to change the monster's aggro circle, not yours. The aggro circle would have to be changed for just that player and not for the whole party. The mechanics behind changing a monsters aggro circle for just one player would be way too much effort. You get what I'm saying?
Another reason I don't think it will work is because it will make running the game WAY to easy with a smaller aggro circle. Just have a Rogue run the end to a cutscene and bring everyone along. I mean sure you can do that now, but Anet tries to discourage that, they wouldn't add a class that made it easier.
The Techniques make a little more sense now. The fact that it's a permanent effect would have to mean that the effects would be REALLY low. I would assume a class like a Rogue would have a pretty fast attack speed, probably as fast if not faster than a sin.
In regard to the "Triple Slice" skill, 3 consecutive attacks with any weapon(esp. Scythe) will take a long time to execute(even with 10% IAS), in game time i mean. Change the name and say, "your next 3 attack do +7-21 dmg each" or just say you strike 3 times so it activates at same time like Sun and Moon Slash.
My favorite attribute is by far versatility. I've always wanted to try have a warrior use both a sword and axe(switching between the two) and combining the skills. I never tried just because I doubt it would work.(spreading attributes too thin, and too much effort) With this you could do that, which I think would be great. Couple questions: can it take hammer mastery, spear mastery, or marksmanship? or is it just the ones you described? or maybe just melee weapons? And the big one: How would it work with a Warrior Secondary or Warrior primary for that matter? Would the real say, Axe Mastery take over? or would Versatility? or do they both ?
Like I said, I love the concept, it just doesn't seem feasible atm. Making the stealth attribute give like +defense or chance to block or dodge or something gives it a more realistic aspect. This is more like what the Assasin in GW SHOULD have been like isntead of crap.
Last edited by Soul of the Scythe; Mar 01, 2007 at 02:33 PM // 14:33..
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Mar 01, 2007, 05:30 PM // 17:30
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#13
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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This class is literally a variation of Assassin, even if it worked completely different, it isn't interesting, and it doesn't provide a new idenity which people don't already have an opportunity with.
The entire point of new classes isn't more features, more features could be added to exsisting classes. The entire point of adding a new class is offering players something interesting to play that they don't already have with other classes. Since a typical Rogue lands squarely between Ranger and Assassin identities, this is a pointless class.
And you can make it as original as you want, totally abandoning typical rouge aspects, but than why would it be called a rouge? A rouge simply isn't a good class, make something interesting. I don't need anymore "useful" classes which really don't spur me to continue playing, like Ritualist, and Paragon, and even Dervish to some degree. Sure they are good classes, they even have original identities, but Anet doesn't need suggestions for mediocre identities, please suggest something interesting.
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Mar 14, 2007, 09:09 PM // 21:09
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#14
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Ascalonian Squire
Join Date: Mar 2007
Guild: Brother Blood
Profession: W/Mo
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i kno! we could just put stealth on assassin (not like they really need it.. they teleport... i mean c'mon!) so... this aint the best class...
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Mar 14, 2007, 11:25 PM // 23:25
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#15
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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Id rather see stealth used in Guild wars 2 as an added ability for assassins.
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Mar 15, 2007, 01:45 AM // 01:45
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#16
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Stealth was originally the primary of Ranger in the earlier Open Betas, but it was later replace with Experties (thats why experties might seem out of place).
Just a bit of trivial if anyone care.
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