Jan 03, 2007, 02:39 PM // 14:39
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#1
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Academy Page
Join Date: Nov 2006
Location: OH....IO
Guild: Sacred Irenic Nobility SIN
Profession: E/Mo
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Warden
WARDEN
Lawlessness is not welcomed in any of the western provinces. Wardens are the ones they call upon when laws are broken. The warden cares little for their own welfare only for the order they bring. Wardens find themselves in many different environments: crowded city streets to the barren deserts. A warden’s choice in armor is completely utilitarian. It is not as heavy as a warrior’s plate and comparable to the leather armor of rangers. The warden’s health and energy is also on par with a ranger.
Attributes
Cudgel MasteryThe warden prefers versatility in their weaponry. The cudgel can be used to crush bones, block attacks, and “gently” persuade its victims. The cudgel rests in the dominant hand. Cudgels can be Batons, Clubs, Tonfas, and Shillelagh.
Thump-Cudgel Attack 5a 1/2c
If the target is dazed you do +5…15 damage
Backhand Crack-Cudgel Attack 10a 1/4c
Does +5…15 damage, if the next attack (within 2 seconds) is successful the target takes an additional +3…8 damage on that attack.
Break Jaw-Cudgel Attack 8a 1/2c
Interrupts current action, if that action was a shout or chant that skill is disabled for 10…20 seconds.
Impede Weaponry-Stance 10a
For 15 seconds you block 25…50% of incoming melee attacks. When an attack is blocked in this way the attacker takes 15…30 damage.
Clock-Elite Cudgel Attack 6a 1/2c
Dazes foe for 5...15 seconds.
Disarm-Cudgel Attack 10a 1/2c
One of the foes attacks skills is disabled for 15...30 seconds.
Lucky Block-10a 10r
The next incoming attack is blocked. If you take damage, you block the next attack.
Sling MasteryA sling's damage is determined like any other weapon. A sling should be low damage. Sling hits count like any other physical attack so the would fall victim to empathy and other such skills.
A warden knows a well-placed shot can change the course of a battle. The sling sits in the off-hand and is manipulated by a series of two skills. The first loads the shot; the second takes the shot. Once loaded a sling will stay loaded until slung.
Rolled Rock-Sling Load 1c
Loads sling.
Lead Pellet-Sling Load 1.5c
Loads sling. +15...25 damage.
Icy Lodestone-Sling Load 10e 1c
Loads sling. Foe is slowed by 25% for 5…15 seconds upon impact.
Granite Chunk-Sling Load 2c
Loads sling. Foe suffers from a deep wound for 5…15 seconds upon impact.
Hot Embers-Sling Load 15e 1c
Loads sling. Target begins burning for 1…3 seconds upon impact. Causes no extra damage.
Blessed Ore-Sling Load 10e 1c
Loads sling. Damage becomes holy damage.
Gold Coin-Sling Hexed Load 15e 1c
Loads sling. For 5…15 seconds the target foe is 25% less likely to dodge of block attacks upon impact.
Handful of Pebbles-Sling Load 1.5c
Loads sling. Upon impact any adjacent foe is hit for 15…50% or the attack's damage.
Cracked Obsidian-Sling Load 15e 1c
Loads sling. Upon impact if the target was casting a spell it is interrupted and the foe takes +25…50damage. Otherwise the foe loses one condition.
Power Sling-Sling Release 5e 10r
Sling must be loaded. Target foe will take +50…75 damage. Sling will release in 3 seconds.
Quick Release-Sling Release 5e
Sling must be loaded. Target foe will take 25%…10% less damage. Sling will release in 1 second.
Aim Low-Sling Release 10r
Sling must be loaded. Target foe will become crippled for 5…15 seconds. Sling will release in 3 seconds.
Aim High-Sling Release 10r
Sling must be loaded. Target foe becomes dazed for 1…3 seconds. Sling will release in 3 seconds
Release-Sling Release 5e
Sling must be loaded. Sling will release in 2 seconds.
Sling Slap-Sling Attack 15e 1/2c 15r
Adjacent foe is interrupted, if the sling is loaded the foe becomes dazed for 2..5 seconds. Sling becomes unloaded.
Aim Hand-Sling Release 12a
Foes attack is interrupted and the foes next attack does 10...40% less damage.
Bolo-Skill 15e 1c 30r
For 20 seconds, The next 1...3 times the target foe moves the target is knocked down for 1 second.
Justice (Primary) – When the warden is hit with an attack that takes more than 5% of their maximum health. The warden gains 1 stroke of adrenaline for every 2 points put into Justice.Many wardens believe that justice is the only way. Wardens also know if it isn’t for them others will come into harms way. A warden does not give up easily. Many of the skills in this set as well as skullduggery are conditional.
Blind Justice-Enchantment Spell 10e 1c 25r
While blind other ally does 20…60% more damage per attack. (Keep in mind blind has a 90% miss rate.)
Detain-Hex Spell 5e 1c 20r
For 10 seconds the next time the foe attacks, that foe will be crippled for 2…10 seconds.
Impartiality-Enchantment Spell 5e 1c 20r
For 5…15 seconds, when other ally attacks with an elemental weapon. The foe will be hit as if that foe were weak to that element.
Life Sentence-Hex Spell 15e 2c 25r
For 15 seconds the next time the victim casts a spell that will cause fatal damage. The spell caster takes 50…150 damage.
Death Sentence-Hex Spell 15e 2c 25r
For 15 seconds the next time a spell is cast that will cause fatal damage the spell caster takes 50…150 damage.
Rouge Justice-Spell 15e 1c 15r
Foe suffers from one of their recharging hexes. If there are no hexes recharging then this skill is disabled for 20 additional seconds.
Restitution-Enchantment Spell 10e 1c 25r
For 5…15 seconds, the other target ally does extra damage for every physical attack. The damage is equal to the lost percentage of health divided by 3.
Bounty-Hex Spell 5e 1c 15r
For 10...20 seconds, foe is 10% less likely to dodge or block attacks.
Pursuit of Truth-Skill 8a 15r
You lose 1...3 hexes.
Righteous Indignation-Enchantment Spell 15e 1c 30r
For 10...30 seconds you gain double adrenaline.
Unrelenting Justice-Enchantment Spell 15e 1c 30r
For 10...30 seconds, for every stroke of adrenaline you gain you also gain 25...50 health.
Love of Duty-Skill 15e 15r
You lose all adrenaline. For every stroke of adrenaline you had you gain 25...50 health. (Max 300)
Apprehend-Elite Skill -2a (Upkeep) 6a 45r Uses adrenaline as upkeep for the effect.
Touched target foe cannot act or move while skill is in effect. Skill effect ends if the target foe takes damage.
"Halt!"-Elite Shout 15a
If one...three random foes in earshot are in a stance that increases speed, that stance is ended.
Skullduggery(Deception)
Unfortunately, a warden must sometime dive into the shadow to apprehend a criminal. In the underbelly of the city Warden’s learn some of the tricks that have kept crime alive. If it works for crime, it will work just as well for the warden.
Blood Money- Spell 10e 1c 10r
Touched intelligent corporal foe (human, tengu, heket, centaur, and other intelligent physical beings) takes 25…50 physical damage for each of the foes available skills. (Max 150).
Flash Coin-Skill 5e 1/2c 20r
Closest foe is interrupted.
Hidden Dagger-Skill 5e 1/2c 20r
The next time a foe becomes adjacent. That foe takes 25…75 damage.
Long Con-Hex Skill 15e 1/2c 20r
For 10 seconds, foe takes 20% less damage from physical attacks. When this hex ends foe takes 20…50 damage for each hit suffered under the hex.
Revenge-Stance 20e 30r
For 10...20 seconds you have a 20-40% chance of dodging attacks. If a foe misses a melee attack then that foe takes 15...30 damage.
Open Contract-Hex Spell 10e 1/2c 20r
For 5...15 seconds, foe take 20% more damage.
Strong Arm-Hex Spell 10e 1/2c 20r
If touched foe is still in the area in 10...5 seconds. Foe takes 50...150 damage.
Disorderly Conduct-Enchantment Spell 15e 1c 30r
For 15...30 seconds you have a +5 health recharge rate. You become intoxicated (does not count for drunkard bonus).
Salted Wounds-Hex Spell 10e 1c 30r
For 15...30 if foes health goes below 10...45% then the foe has-3 health regeneration.
Entangling Net-Elite Skill 15e 1c 30r
For 15...30 seconds, each time foe attacks, the foe moves 5% slower (max 60%).
Suspicion- Spell 15e 30r
For every foe in the area you receive 5...15 armor (max 30)for 30 seconds.
Doublecross- Elite Spell 15e 15r
Reactivates one deactivated skullduggery skill, and deactivates two other random skills for 5...15 seconds.
Basic Instinct-Skill 8a
The next time you are hit from behind, you face the foe and that foe takes 20...60 physical damage.
Here are some of my other classes Jester, Familiar, Scholar.
Per suggestions:
I have added a couple of healing skills for examples.
I have made the sling attacks somewhat stronger and able to be executed while still fighting. Cast times remain on the loads.
I have also added a couple skills.
I changed the picture. (This one is a classic artwork by Goya, so if you don't like it you are not refined ) Two people fighting with what looks like cudgels or slings enjoy.
I have changed clock to become elite.
I have changed the requirements of some of the sling releases to allow them to become preemptive.
Added deception as a possible alternate to skullduggery.
Messed with the sling mastery category again removed some more of the adrenaline requirements and made time the price for admission.
Added bolo, entangling net, apprehend, doublecross, and suspicion.
Added halt, adjusted recharge times
Last edited by Giddeanx; Jan 16, 2007 at 07:24 PM // 19:24..
Reason: Adding/Editing/Removing
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Jan 08, 2007, 03:31 AM // 03:31
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#2
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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The picture looks silly, but the identity is rather impressive, a class which involves bringing justice wile also practicing the ways of the wayward, and Warden is a good name too. Unfortunately, I see some attribute imbalance. The idea of a melee weapon in one hand for medium damage, and a ranged activatable weapon in the other is unique, and the idea of loading it than using an attack is also new. Problem with this is using 2 skills and requiring a weapon to deliver a very weak effect. The cost in skill slots and activation alone demand medium to strong effects, even if they arn't high in damage. If it is going to inflict deep wound, it needs to last up to 10 seconds at the least, likewise with other conditions, they need much better effects.
Another consideration is that since it requires a skill to load the sling, perhaps the skill should be the sling, and remove the requirement of actually equiping a weapon. When the Sling is activated the character could set aside the weapon and either hold the sling ready, or swing it around and build up momentum for extra damage. This could allow the clubbing weapon to be 2 handed, like a bow staff, which is more interesting than a club. If your going with clubs, I would suggest some sort of tonfa be the main selection. And with this weapon, perhaps a defensive property be added, either with defense stances or skills in the weapon attribute, or increased armor actually on the weapon itself, making it even more original from other classes weapons and weapon attributes.
The biggest flaw is obvious though, no healing skills or healing attribute, that should certainly be looked into.
Another consideration to look into would be that the sling skills add effects to the next shot on loading, and that the actual sling skills be standardized. Like "Load Burning Ember", than use "Power Fling" dealing burning damage from the loading and a certain amount of damage from the actual shot. Different flings could be used to hit certain parts of the body for effects like cripple, wile different loading can be used to add effects. Perhaps using a dual effect like, "Load Shrapnel" Which hits foe and adjacent, and a Fling like "Ankle Shot", which causes cripple, can combine to create group crippling. And if you have a load and fling which both cause the same condition, you could combine the duration of the effect. The idea of loading and shotting with different skills is very good, but it needs to be made worthy of several skill slots, or it will be like Assassin, requiring a half dozen attacks to execute a combo with less than attractive results and a weak selection of alternative skills to support itself or others.
A good identity and interesting ability types. With some better function and attraction, it would be very good.
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Jan 08, 2007, 06:59 AM // 06:59
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#3
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Nicely written, and don't like the picture too. Warden is a very good subject for a class, and they do sound "cool".
Overall, its not too bad, but I would still like to make some recomandations (since I am nosy)
-For Cudgel Mastery, I would introduce a new condtion (like stunt or headach or something), as to better differ it from the Hammer mastery. A small maceis not easy to knock people down anyway.
-I somewhat question the need to have another range attacking attribute in this. Just don't feel there are much need. For replacement, I would add some type of Chain magic for the theme of "lock-them-up".
-The primary effect of Justice seem a bit limiting. Maybe have more energy and health managing related skill to better take advantage of the adr gain. (especially when this class has that many of hex and spells)
-Skullduggery make it sound a bit like a rogue...
-There was a intersting excutioner concept class out around befoe (sadly I couldn't find the thread link) that has a bit of similar flavor. Might take a look at it if you are bore.
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Jan 08, 2007, 12:15 PM // 12:15
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#4
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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A nice Idea, I agree with action jack that skullduggery is a unfitting name, as it means ilegal/lawless/wrong and I think you are going for something like infiltration(which I am not sure was a lawenforcement technique at the time) or coruption or maby even even sort of like disquise.
It is really interesting to have a class thet can be either naughty or nice depending on their build is very interesting, but it also gives me the idea justice and skull dugery should both be primaries, maby because they are so oposite right now they belong in diferen classes(not sure if that si agood thing, its a nice new game mechanic for sure but it may not truly be what you where going for).
A class that can be the oposite of itself is cool especially for a large storywise part, just like the paragon who have their own sunspear legion as a story based of the class, the warden could have a just faction and a corupt counter part each with their own part in the story of a expantion.
the range+melee is interesting, I'm brainstroming about a ranged&melee user too, but it is nowhere near as complete as your warden.
about the sling you could listen to BahamutKaiser, and make them repalce the cudgel when used, because the way you have set the skill up now it would not make the diference.
But since they are used in the off hand and are one handed; I thinkthe casting time should not completely hinder you, some of them cast and recharge quite long for a ranged weapon and during casting time the is lots of stuff you can't do, the sling should not be hindering like that, other wise it wil probably be looked at as a inferior weapon and since you still need atribute points to use it few people will put points into a inferior weapon.
I sugest making the sling attacks of a new skill type(works sort of like 'pet attack' skill type, when your 'something' hits something)
you would still be alowed to continue smacking with your cudgel/bludgeon/mace and the sling would fire on its own somuch time after activating the skill.
that would make the sling less of a disadvantaged weapon, in my eyes, it is still based on a atribute and as you only get so many points you would have wardens going for 13 cudgel mastery and a smaller bit of sling, or high sling skill and a cudgel as a backup(also second profesions would have this option, alowing to not only use a cudgel but swords, axes, spears and wands as well)
As for the cudgel weapon, cudgels, bludgeons and blackjacks(the modern variety) are weapons of subduing, in wich I like the yaw break attack a lot, attacks focusing on sabotaging an enemy in ways other than conditions would give you a diference from wariors and also stay true to reality.
Maces where developed later and are meant to take out armored knights, as moste swords would just breack trng to pierce an armour, maces couse dents wich can either imobalise a armoured foe by hitting the joints(wich get stuck when dented) or cause presure on certain vital organs( a good dent in the chest would make it dificult to breathe)
I have no Idea how one could implement that into guild wars, I just though I'd mention it.
Lastly this class gains adrenaline in 2 ways, I image that would go rather fast high end, why not make use that? Most of your adrenaline based skills have recharge times, as adrenaline has to be refilled after using a skill so it automatically has a recharge, maybe you could throw in a few skills that use adrenaline only no recharge time, just to get rid of the exess adrenaline a warden would have if he is not a warior or paragon secondairy(not nececairely attacks, skull duggery and justice may have some use for adrenaline based skills as wel)
You seem to have a created a class based on oposites, melee&ranged, lawfull&corrupt; that is a consept I don't remeber seing it anywhere before(even outside of GW) I salute you ==^.^ very orignal.
Just that the balance between the oposites seems odd to me makes for all the coments I had up there.
Last edited by System_Crush; Jan 08, 2007 at 12:28 PM // 12:28..
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Jan 08, 2007, 01:46 PM // 13:46
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#5
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Academy Page
Join Date: Nov 2006
Location: OH....IO
Guild: Sacred Irenic Nobility SIN
Profession: E/Mo
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All read and took note. I think that picture is david and will be the easiest thing to fix. All of the comments seem to go in different directions but I think I will do a good mix.
I ment Skullduggery (which I use as the nefarious abilities one might gain while being exposed to the underbelly of society) and Justice to be very polar. You are correct that I need more healing skills, I think both abilities may gain some just need to think of something original.
I like the idea of lifting the impediment of the sling making the attacks auto firing, keeping load but making reload time based on adrenaline instead of written in stone, and making the attacks a little more hefty in damage.
You are right about knockdown with a cudgel you are more likely to daze (with a hit to the head), cripple (with a hit to the knees), or interrupt skills (with a hit to the hands).
Changes are being made. Thank you for the feed back.
Last edited by Giddeanx; Jan 08, 2007 at 03:07 PM // 15:07..
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Jan 09, 2007, 02:08 AM // 02:08
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#6
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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the new picture is much better, and I think SkullDuggery is a cool attribute. The idea of a law enforcer who uses incredulous means to fight crime are common among law enforcement. Undercover work and dirty law enforcers are natural, and having a class which models this is very interesting.
Think of a class which attributes some of its abilities to Grenth, and some of them to Dwayna. Aside from Elementist and Dervish who cover all of the gods, this would be the only class to form a polar combination of the two.
I think the slingshot is nice because of its originality, but ranged attacking is rather bland, so the more original you can make it, the better. I think the idea of an alchemist flinging potions and concoctions is the best use of a slingshot idea though, for a Warden, perhaps a chain or Whip could suit it better, though I think a slingshot meshes with a club better than a whip would.
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Jan 09, 2007, 02:27 AM // 02:27
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#7
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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I won't say SkullDuggery is bad, just rather feel unfitting, as a Warden, or a Judge/enforcer type of proffession don't seem to be the one doing that type of dirty fighting or tricks. But than.. its just a personal prefrence thing.
I will also second the Chain Whip over sling.
In doing some google pic search.. here are some Warden-like pic I like...
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Jan 11, 2007, 02:31 AM // 02:31
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#8
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Yal are thinking Judge and Holy man, this idea is for a law enforcer who isn't a goodie two shoes. Heavy armor is for the Warrior, and polar righteousness is well covered by Paragon and Monk.
Think more in the terms of a Jail Warden who deals with and dwells with thugs. One who spends his life on the dark side trying to bring justice in the enemies culture.
When you done identifying this with Cleric, you will get the idea, it is much like the Warden in WC3 which spent her entire life hunting and securing a prisoner, it is vigilante justice, just like the Punisher.
SkullDuggery isn't bad, it is great, recognize.
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Jan 11, 2007, 04:47 PM // 16:47
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#9
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Academy Page
Join Date: Nov 2006
Location: OH....IO
Guild: Sacred Irenic Nobility SIN
Profession: E/Mo
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I don't really like the two paladin pictures and the heavy armored warrior.
I can not imagine however the warden being in anything greater than leather armor or padded cotton. He needs to blend into the darker element, not be a beacon in the night. I would almost see his armor of the type seen in Robin Hood: Prince of Thieves (worn by Sheriff and Robin). Coat and breeches, protective yet moveable.
I found another picture. Minus the cape it is sort of what I am looking for.
As originally concieved the Warden's only charge is to get his/her man. What means that happens by is somewhat inconsequential. This character was not created as a hero or a villian. Depending how you create your character you can still be as righteous or villianous as you like, but in the end it will still be the warden getting his/her man.
Last edited by Giddeanx; Jan 11, 2007 at 08:05 PM // 20:05..
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Jan 11, 2007, 08:54 PM // 20:54
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#10
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Different people have differnt image of things. For some reason, when I think of Warden, I relate it to a Judge, which paint the image of plate-armored paladin-istic men. (that, or the Warcraft III's warden, which am trying to get away from)
Now, I think a light armor Warden would work, but for that, I feel the name of "Marshall" would fit better, and still fit the overall theme. Also I think a Crossbow might be a good replacement for Slings (since Sling just don't feel like a impressive weapon to use)
Of couse, that is just a thing of personal preference, and not saying what must be done. Agree or disagree as you well.
Last edited by actionjack; Jan 11, 2007 at 09:00 PM // 21:00..
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Jan 12, 2007, 02:29 AM // 02:29
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#11
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Disagreeing with ActionJack, Woot.
Keep working with your idea, the unconventional and original features of the class is what makes it good, ripping crossbows which are infinetly cumbersome and going with a do good cheap name like marshall is just weak.
Slingshot is way more original than bow, and a very unusual weapon which you don't see in most any games sept rascal ones with children characters. Bringing back a very aesthetic and unique weapon on a sabatuer and apprehender type class is a perfect mesh.
Keep stirring the concoction, and come up with some more cool mechanics.
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Jan 12, 2007, 04:05 AM // 04:05
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#12
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Well, you could use something like a hand crossbow or a light crossbow which are relatively quick to reload rather than the big, metal-armed armourpiercing crossbow that took forever and a day to reload...
Looking at the class as presented:
1) The Justice effect looks potentially overpowered. Take a warrior (for instance) secondary with this and you'd be an adrenaline machine with this class against the right opponents. On the other side of the equation, against opponents that rely on lots of little attacks, it does squat.
The way I'd probably look at it would be to keep in mind that, while the game talks about 'strikes' of adrenaline, the game actually tracks adrenaline in points, with each strike being worth 20 or so points (this becomes important when using a skill that makes you gain Adrenaline in noninteger packets of strikes, and also because even without using skills, you do receive a small amount of adrenaline when hit by an attack). Instead of giving you big packet of adrenaline when hit by a significant attack, you could make the attribute give small bonus packets (say one point per point in the attribute) whenever hit by an attack.
2) On the sling. Two suggestions here:
a) Some cultures did use a weapon that was essentially a sling on a pole. Such a weapon would allow you to combine both the club part and the sling part into one weapon - one end has the sling on it, the other is used for hitting people with directly.
b) It looks to me like you need adrenaline to make any use whatsoever of the sling, as all of the skills to use the sling require adrenaline. This seems a little weird, since unless you've received adrenaline from being hit, you'll probably need to enter melee to get the adrenaline to use the sling. And, to put it frankly, trying to use a sling with some slavering monster in your face seems like a recipe for disaster.
The way I'd look at it, is that rather than needing a skill in order to use the sling, simply make it so that the next attack is automatically a sling attack (after all, you're not going to be able to keep the ammunition in the sling for long when defending yourself in melee against the aforementioned slavering monster). Use of a special sling attack can then be achieved by chaining the loading and sling attack skills.
c) Looks like you have a significant focus on dazing your opponent - which does seem to be a fair condition to focus on for the class. However, the Dazed condition is still intended to be a very hard condition to apply (most skills applying Dazed are both elite and conditional, with the exceptions being the Ranger which has one of each). I'd make Clock elite (possibly with an additional benefit that a spellcasting foe is interrupted if hit with the attack) and introduce a nonelite skill or two that rely on conditional factors to apply the Dazed condition.
d) On alternate terms for Skulduggery: Undercover work? Detective work? Investigation?
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Jan 12, 2007, 02:13 PM // 14:13
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#13
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Academy Page
Join Date: Nov 2006
Location: OH....IO
Guild: Sacred Irenic Nobility SIN
Profession: E/Mo
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A sling as it stands can come pre loaded into battle, but you are correct that if you have no adrenaline you cannot release the sling as it stands. The adrenaline was used as sort of a timer. I didn't want the class to become a sling machine gun but I can see it is unrealistic that you couldn't fire the sling before a battle. I will change some of the releases to energy plus recharge time for just this reason.
The class as it stands also has a great weakness to magic. Degen and DoT AoE spells all of these would will get past the adrenaline bonus and completely shread the warden apart. Giving him some skills to use for this (i.e. Dazed) seemed sort of natural. I will make clock a elite however a single attack skill that can daze should be an elite. Make the player earn it.
I am familiar with the sling pole but I kind of like the current ambidextrious nature of the character. (He/she should be able to chew gum, rub thier tummy, and do a lively tap dance all at the same time). I know for sure if you are swinging the slingpole for an attack you would definately not be able to use the other side of the weapon. I could however see one design of sling being a shortened slingpole.
The idea of a sling and cudgel has also made me think that the cudgel would be more comfortable as an offhand weapon. As I do my star wars kid impression in front of my computer it seems more natural.
Thanks for all the feedback keep it coming.
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Jan 12, 2007, 02:21 PM // 14:21
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#14
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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I think you should rename Skullduggery to Infiltration
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Jan 12, 2007, 02:53 PM // 14:53
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#15
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Academy Page
Join Date: Nov 2006
Location: OH....IO
Guild: Sacred Irenic Nobility SIN
Profession: E/Mo
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Infiltration doesn't quite do it for me, but I am trying an alternate title of deception which seems to somewhat fit with the skills.
There were some other options in the old thesaurus. Some of them I liked but they tended to be more obscure than skullduggery.
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Jan 12, 2007, 09:05 PM // 21:05
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#16
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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SkullDuggery is simply better.
As for the use of the sling and the value of Dazed, if it requires 2 skills to operate a sling, and one of them has to be used to add dazed, with the other is required as ammunition or firing, than it comes to a relatively reasonable cost.
Another form of cost to consider with the slingshot is cast time. Instead of costing adrenaline or energy, it could work much like a signet, costing time to load the sling with certain ammunition, and time to build up the sling for a shot, 2 skills which lack adrenaline or energy cost but instead cost a significant amount of time would be a unique and acceptable way of paying for the attack. Lets say it takes 1 second to put any kind of ammunition in your sling (save maybe an elite), and it takes around 3 seconds to develope momentum to fire the sling, your paying in the requirement of 2 skills plus a significant amount of time, dealing opposite effects compared to an assassin who can lay down his specturm all at once, the Warden would spend a significant amount of time preparing and delivering an attack.
Perhaps the loading of certain ammunition could cost a small amount of energy, like 5 or 10. As a fine tuned weapon I don't really think adrenaline applies, and the entire purpose of ranged weaponry is attack the opponent before reaching melee combat.
Perhaps the focus of this class could be the continuous application of conditions, unlike many other classes which can only apply statuses like blind and dazed part time between attacks, the sling could provide long preperation, but continous application of conditions. Allowing the Warden to function as a full time condition applying unit instead of applying conditions part time between continuous attacks. The ability to apply Blind on a small group repeatedly, or Dazed on one opponent constantly would make this a very valuable class. And it would also increase the value of certain abilities like Glyph of Concentration, which overcomes Dazed.
Also, on the topic of Dazed application, if there skill used to deal dazed did not come with any damage or interruption, it would have to be followed by an attack or be used in combination with a sling/load skill which hits the foe to actually interrupt.
On the topic of adding more abilities to the Warden, perhaps borrowing some ideas from hostage taking would also be appropriate. The ability to tie up a foe and capture them would also be fitting for a Warden. The use of Ropes and restraints could be a good addition. With such a long list of techniques to draw from in the new abilities thread, it should be easy to add a little more to the idea.
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Jan 13, 2007, 12:40 AM // 00:40
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#17
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Academy Page
Join Date: Nov 2006
Location: OH....IO
Guild: Sacred Irenic Nobility SIN
Profession: E/Mo
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Most of the attacks take a total of 4 seconds to fire. A one second load time, and three seconds of fire time. I like the suggestion of treating them like a signet (it would make more like say swinging a sword). Some attacks and loads i will keep adrenaline on. Only because of the bigger pay off.
I can also add some arresting skill as you can imagine were in the back of my mind since the start.
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Jan 13, 2007, 04:25 AM // 04:25
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#18
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Desert Nomad
Join Date: Aug 2005
Location: Behind you with a knife
Guild: Celebrity Gangsters [FamE]
Profession: Me/
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kewl.
How do the slingshots work, is it like a bend out paperclip with a rubber band then a spit ball or something, I'm interested to hear how this works.
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Jan 13, 2007, 02:46 PM // 14:46
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#19
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Academy Page
Join Date: Nov 2006
Location: OH....IO
Guild: Sacred Irenic Nobility SIN
Profession: E/Mo
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A sling consists of two long straps attatched to a pouch.
The projectile (rock) is placed in the pouch, and the pouch is folded around it. Grasping the sling by both straps you begin to swing the sling in a circular motion. When you wish to fire you release one of the two straps.
The centripical force created by the swinging propels the projectile at great velocity.
Unfortunately I only found some toga guys and a girl hand from a christian site as models. For my next lesson ill try to find Hidi Klum posing with a polearm I promise.
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Jan 14, 2007, 10:56 PM // 22:56
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#20
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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that has got to be the lamest slingshot diagram ever, but at least they know what kind of slingshot you got.
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