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Old Nov 29, 2006, 07:03 AM // 07:03   #1
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Default Concept Class: Stonefist

A few of the general concepts behind this class I've "borrowed" from the Dungeon Siege series. My idea behind this is for a character class that can out-tank a warrior and uses mostly adrenaline based skills with signets for support, but has a relatively low weapon damage output and even less ability to use spells (unlike the fist of stone in DS, which builds up formidable magical abilities and uses them to enhance themselves and heal others - the DS version of the wammo in that respect). I'm open to any and all constructive criticism about this concept class, and I look forward to reading the responses.

The Stonefist's weapon of choice is the cestus, which fits over the hands (like a pair of knuckledusters) and can be used for punching attacks. Equipping a cestus can also confer the benefit of signet rings recharging instantly (standard exceptions like rez signets don't get this benefit). However, as this weapon fits over both hands this disables the use of shields. Cestus damage would be extremely low (3-12, perhaps) but the ability to do damage isn't needed if you can survive all the hits that are meant for the rest of your party while minimising the need to distract the monk's attention from other party members that might need the healing/protection more (like a stereotypically suicidal warrior, for example).

Stonefist armour is in the same league as warriors and paragons and with higher damage resistances, but also gives an energy penalty, offering starting Stonefists 15 energy and 1 pip of energy regeneration. This makes most opponents little threat to them, but could more easily be taken down by Mesmers and Necromancers using health degen, indirect damage and life stealing. The Mesmer's spells that allow them to deny energy and adrenaline to their opponents would also be a severe handicap to a Stonefist when used against them.


Primary Attribute:
Fighting Spirit. Decreases the adrenaline costs of all skills.

Secondary attributes:
Hand to Hand. Increases the damage dealt by cesti and the chances of inflicting a critical hit while wielding a cestus (standard weapon mastery skill). Also increases the chances of a signet recharging instantly while wielding a cestus (0% chance at Hand to Hand 0, 60% chance at Hand to Hand 12)
Toughness. Improves the effectiveness of skills that enhance your defences.
Groundshaking. Improves the effectiveness of skills reduce the capabilities of enemies.



Example skills:

Fighting Spirit skills

Invigoration - Stance. For 5...20 seconds, you gain double adrenaline on making hits.

Furious Rejuvenation - Skill. For 10 seconds, you have +3...10 health regeneration.

Epinephrine Signet - Signet. Gain 2...10 strikes of adrenaline.

"Rip 'em apart!" - Elite Shout. Lose all energy and adrenaline. For 10...30 seconds, all allies in earshot gain an extra 1...3 strikes of adrenaline on making hits (50% chance of failure at Fighting Spirit 6 or lower)


Hand to Hand skills

Double Knuckle - Cestus Attack. Doublestrikes target foe for +1...15 damage per hit.

Below the Belt - Cestus Attack. Target foe is knocked down for 2...8 seconds.

Thunder Punch - Cestus Attack. If this attack hits, it strikes for +5...17 lightning damage. If the foe is casting a spell, that spell is interrupted and the foe is Dazed for 1...5 seconds.

Frozen Punch - Cestus Attack. If this attack hits, it strikes for +5...17 cold damage and slows that foe's attack rate by 50% for 1...5 seconds.

Flame Punch - Cestus Attack. If this attack hits, it strikes for +8...20 fire damage and that foe suffers from Burning for 1 second.

Rage - Elite Stance. Lose all adrenaline. For 7-15 seconds, your attack rate is increased by 10...30%, but your armour level is reduced by 60...15.


Toughness skills

"Put 'em up!" - Shout. For 5...20 seconds, all allies in earshot have a 25...50% chance to block attacks.

"Float like a butterfly!" - Shout. For 5...20 seconds, all allies in earshot have a 25% chance to evade attacks.

"Come get me!" - Shout. All enemies in earshot target you.

Strength of the Mountain - Elite Stance. For 5...15 seconds, you have +10...60 armor against physical damage. Strength of the Mountain ends if you move.


Groundshaking skills

Faultline Signet - Signet. Target foe and all nearby foes are knocked down.

Eruption Signet - Signet. All nearby foes are blinded for 5...10 seconds.

Tremor - Elite Enchantment Spell. Lose all adrenaline. For 20 seconds, your cestus attacks do +2...8 earth damage per hit and slow enemy movement by 30...90% for 1...10 seconds.
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Old Nov 29, 2006, 02:23 PM // 14:23   #2
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Quote:
Originally Posted by Toutatis
Below the Belt - Cestus Attack. Target foe is knocked down for 2...8 seconds.
Need I say more?

You're proposing to give a non-elite 10 second ( 16 hand-to-hand ) knockdown attack to a class with a very high attack speed?

Even if this attack killed the user and drained all energy of all party members it would still be far too strong.

Backbreaker [Elite] 10 Adrenaline
Target Foe is Knocked Down for 4 Seconds.

That's an elite hammer attack. Seeing as your weapons are fist weapons and thus would attack like twice as fast as an hammer the skill you're proposing would need to cost atleast 60 Adrenaline ( 10*2(Faster Attack Speed)*3(Longer Duration and the whole duration in one burst) ) to be even remotely fitting under the category 'OVERPOWERED'.

I don't know how much adrenaline you're proposing to give this skill but even if it's 20 then still every single team in all aspects of guild wars would only use 'Stonefists' keeping enemies in a constant KD with this skill
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Old Nov 29, 2006, 04:07 PM // 16:07   #3
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This class is overpowered as hell. A non-damaging earthquake signet and it's not even elite? a 20 second non-removable aegis and it's not even elite?

I don't really see anything new with the concept other than the chosen weapon, which isn't enough. You should cosider balancing your skills better as well.
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Old Nov 29, 2006, 04:15 PM // 16:15   #4
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Totally overpowered.
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Old Nov 29, 2006, 08:02 PM // 20:02   #5
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I admit that it seems a bit overpowered and needs some refinements. The idea is to keep average damage low, energy management difficult if not impossible and run pretty much everything off adrenaline. Could decrease attack speed and pump up adrenaline costs for everything (20-60 as a bare minimum perhaps?) , or have the more powerful skills need energy and/or a need to maintain them. Perhaps adding in disadvantages like losing adrenaline faster?
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Old Nov 29, 2006, 08:08 PM // 20:08   #6
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lol it would be like playing those boxing games on the NES, just stand there punch-punch and side scroll to the next enemy punch punch, TKO.
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Old Nov 29, 2006, 08:48 PM // 20:48   #7
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Nice try , but please retry.
This doesnt seem overpowered , IT IS overpowered.
And please also put the cost casting time and recharge of these skills otherwise they cant be judged.

On another note, i hardly doubt GW will ever have hand fighters, just because it woudnt fit, i mean im wielding my sword and you come with your knuckles.....
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