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Old Nov 10, 2006, 01:06 AM // 01:06   #1
Pre-Searing Cadet
 
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Join Date: Sep 2006
Guild: Tribo dos Reis
Profession: Mo/
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Default Concept Class - Brawler

The Brawler

The concept of this class would be a mixture of the more common Monk style we see in most games ( such as Ragnarok ) and merge it with the infamous Brawler of many games ( Disgaea for example ). The class has the damage/assist task focusing in some fighting styles and using the class weapon, the knuckles. It has the status of a street warrior, kind of the “Kind Hearted Rebel”

Attributes

Inner Focus (Primary) – The duration of all nonspell skills are increased by 3% for each rank in Inner Focus. For example, with 10 points in Inner Focus, a 10 second lasting stance would instead last for 13 seconds. This would apply to Preparations, Stances, Shouts, Glyphs, Anthems and Styles (The new twist in the class)

Knuckle Mastery –Knuckle Mastery increases the damage you do with knuckles and your chance to inflict a critical hit when using a knuckle. Many skills, especially knuckle skills improve with higher Knuckle Mastery.

Martials – No inherit effect. Many skills related to Martial styles* and Defense are improved by this attribute.

Discipline – No inherit effect. Many skills related to energy management, hexes and enchantments are improved by this attribute.

* The martial styles are something I came up with to make the class seem cooler… but if the mechanics make it hard to use it could fall into preparations category. They shouldn’t be turned into stances since the styles only add up some benefits that will work along with stances. You’ll see what I mean later!!

At Level 20: Hp – Custom
Energy – 35
Energy Pips – 3
Armor – 70

Armor Art and Concept

The armor concept for the brawler is a mix of Ranger (cloth/light) armor and the Monk (Tatoos/Wrapings). Since the armor of Brawlers is something that’s got to be comfortable and offers no restrain to it’s quick moves an punches.

NOW ---- SKILLS
First I want to explain how styles would work:
Styles are something to be compared to a weapon spell but in a more discrete way. You will see next that sometimes a style’s effect is modify the element (fire, cold, and lightning) and damage type of a weapon (blunt, piercing, and slashing). This worthless, apparently, changes are boosted with the Inner Focus and Discipline hexes and enchantments that enhance the power of those weapons or lower a foe’s defense towards some kind of element or damage type.
Skills are not sorted by attribute!!!

Relaxed Mind - Skill
Energy (10) ---- Cast Time (-) ---- Recharge (15)
Lose all adrenaline, for each strike lost you gain (0…2) Energy


Sense the Danger – Enchantment Spell
Energy (10) ---- Cast Time (2) ---- Recharge (20)
For 30 seconds, the next time your health drops below 50%, you lose all adrenaline and gains (30…110) health



Enhanced Rage - Skill
Energy (15) ---- Cast Time (1/2) ---- Recharge (20)
Lose all enchantments. For each one lost you gain (1…3) strikes of adrenaline


Gaze of Humility - Skill
Energy (10) ---- Cast Time (1/2) ---- Recharge (30)
Target foe is interrupted. If he was casting a spell, that spell is disabled for an additional (8…20) seconds


Sundering Gaze – Elite Skill
Energy (15) ---- Cast Time (1/2) ---- Recharge (20)
Target foe is interrupted. If he was casting a spell, he takes (8…80) damage and suffers Deep Wound for 10 seconds


Deafening Shout - Shout
Energy (5) ---- Cast Time (-) ---- Recharge (40)
Lose all adrenaline. Foes in the area can’t be affected by shouts for (3…18 seconds)

Signet of Discipline - Signet
Energy (-) ---- Cast Time (2) ---- Recharge (30)
For each strike of adrenaline you have you gain (8…18) health.


Mirror of Souls – Elite Enchantment Spell
Energy (10) ---- Cast Time (1/2) ---- Recharge (40)
For (10…30) seconds, the next 3 spells cast against you fail and you lose ( 15…4) energy.


Zealous Gaze – Enchantment Spell
Energy (5) ---- Cast Time (1/2) ---- Recharge (10)
For 10 seconds, the next time target other ally takes damage, that damage is redirected at you and you gain (10…50) health


Ignore Conditions – Enchantment Spell
Energy (10) ---- Cast Time (1) ---- Recharge (30)
For (6…17) seconds you are immune to conditions. When Ignore Conditions end, you suffer from Bleeding, Crippled and Deep Wound for 15 seconds.



Blurred Image - Elite Stance
Energy (10) ---- Cast Time (-) ---- Recharge (30)
For 30 seconds you move 25% faster and cannot be knocked down. Blurred Image ends if you fail to hit a foe for more than (2…6) seconds.


Live in the Past – Enchantment Spell
Energy (15) ---- Cast Time (1) ---- Recharge (40)
Lose half of your maximum health. For 50 seconds you gain (8…16) % of the amount lost every 10 seconds.


Shattering Touch - Spell
Energy (5) ---- Cast Time (1/2) ---- Recharge (30)
Target for loses up to (2…8) enchantments. For each one lost you lose 5 energy and (30…11) health.


Charged Hook – Attack Skill
Energy (5) ---- Cast Time (2) ---- Recharge (10)
Your next attack deals (6…26) more damage and knocks down foes suffering from weakness.


Signet of Hundred Fists - Elite Signet
Energy (-) ---- Cast Time (1) ---- Recharge (20)
Target foe takes (6…40) damage. If you are under the effects of a stance and a style, you deal extra (5…35) damage.


Quick Step - Stance
Energy (10) ---- Cast Time (-) ---- Recharge (30)
For 10 seconds you run 33% faster and have a (10…60) % chance of evading attacks.


Slow Step - Stance
Energy (5) ---- Cast Time () ---- Recharge (30)
For 20 seconds you can’t be knocked down but run (50…20) % slower.


Ankle Smash – Attack Skill
Energy (10) ---- Cast Time () ---- Recharge (20)
Target for is crippled for (5…15 seconds)


Rapid Kick – Attack Skill
Energy (10) ---- Cast Time (1/2) ---- Recharge (20)
You deal (40…10) less damage and target foe is knocked down.


Raging Stomp – Elite Spell
Energy (20) ---- Cast Time (2) ---- Recharge (30)
All foes in the area are struck for (5…30) Holy damage, (5…30) Earth damage and (5…30) Fire damage.


Razor Hands – Attack Skill
Energy (5) ---- Cast Time () ---- Recharge (5)
You next attack causes bleeding for (3…15 seconds)


Heavy Punch – Attack Skill
Energy (5) ---- Cast Time () ---- Recharge (8)
Your attack deals (8…25) more damage and cannot be blocked.


Throat Grasp – Attack Skill
Energy (10) ---- Cast Time (1/4) ---- Recharge (20)
Your next attack deals (8…30) damage and interrupts your target.


Throat Twist – Elite Attack Skill
Energy (10) ---- Cast Time (1/2) ---- Recharge (20)
Target for is interrupted. If he was casting a spell, all his spells are disabled for (3…5) seconds




Adept of Brawling – Stance
Energy (5) ---- Cast Time (-) ---- Recharge (30)
As Long as you are wielding a knuckle, for (5…18) seconds you have 30% of evading attacks.


Whole Body Style - Style
Energy (5) ---- Cast Time (1) ---- Recharge (30)
For 20 seconds, the next hex spell cast on you fails and you gain (2…10) energy.



Justice – Attack Skill
Energy (10) ---- Cast Time (-) ---- Recharge (8)
Deal + (3…40) damage. If you hit a foe with less health than you, you are knocked down.



Steal Thoughts - Spell
Energy (15) ---- Cast Time (1) ---- Recharge (20)
Target foe’s skills are disabled for (1…4) seconds


Gamble Life – Enchantment Spell
Energy (10) ---- Cast Time (2) ---- Recharge (10)
Lose all but 50 health. For each 10 points lost you have 1 second of (1…6) health regeneration.


Escape Plan - Style
Energy (10) ---- Cast Time (1) ---- Recharge (20)
For 10 seconds, if your health drops below 25%, you gain (20…120) health and run 25% faster for 10 seconds.


Hundred Arms - Stance
Energy (10) ---- Cast Time (-) ---- Recharge (30)
For (2…14) seconds you attack 25% faster. When this stance ends you are knocked down.


Mime – Elite Spell
Energy (20) ---- Cast Time (1/4) ---- Recharge (50)
For (3…25) seconds Mime is replaced for target foe’s elite skill.


Sinful Gaze – Elite Spell
Energy (5) ---- Cast Time (1) ---- Recharge (15)
Target foe takes (10…60) damage. If he has more health than you, you are knocked down and he loses (2…9) energy.


Melting Flames – Hex Spell
Energy (10) ---- Cast Time (1) ---- Recharge (20)
For 20 seconds, as long as target foe is on fire he has – (10…40) armor.


Accumulated Frost – Hex Spell
Energy (10) ---- Cast Time (1) ---- Recharge (10)
For 20 seconds, every time target foe takes cold damage, he moves (10…60) % slower for 2 seconds.
Whirlwind Strike - Skill
Energy (10) ---- Cast Time (1) ---- Recharge (10)
Each adjacent foe takes (10…40) damage for each adjacent ally to him.
Sundering Style - Style
Energy (15) ---- Cast Time (2) ---- Recharge (30)
For 20 seconds you have + (5…20) armor penetration and + (1…9) % chance of landing a critical hit.


Tackle – Attack Skill
Energy (5) ---- Cast Time (-) ---- Recharge (20)
You and target foe are knocked down. If you have more health, he takes (10…55) earth damage.


Forbidden Style - Style
Energy (10) ---- Cast Time (2) ---- Recharge (20)
For 15 seconds you deal + (2…15) damage in melee but suffer – (5…2) health degeneration.


Coldfire Style - Style
Energy (10) ---- Cast Time (1) ---- Recharge (15)
For 10 seconds you deal cold damage. If you hit a foe in a stance he is set on fire for (0…5) seconds.


Asura – Elite Skill
Energy (20) ---- Cast Time (1) ---- Recharge (40)
Target foe and you lose all adrenaline, energy, stances, styles, enchantments, preparations and hexes. Whoever lost less hexes takes (10…90) damage.


Piercing Thunder – Hex Spell
Energy (10) ---- Cast Time (1) ---- Recharge (8)
For 10 seconds lightning damage has (3…30) % armor penetration against target foe.


Acrobatic Strike – Attack Skill
Energy (5) ---- Cast Time () ---- Recharge (10)
Your next attack deals (30…5) less damage and causes one of the following: Daze (5 seconds), Bleeding (10 seconds) or Cripple (15 seconds).



Survivor’s Punch – Attack Skill
Energy (5) ---- Cast Time () ---- Recharge (15)
For each hex on you, you deal + (2...13) damage and for each condition on you, you gain (5…20) health.


Store Life – Enchantment Spell
Energy (5) ---- Cast Time (1/2) ---- Recharge (10) ----Upkeep (-1)
As long as you maintain this enchantment, you have -2 health degeneration. When Store life ends, you gain (1…3) health for ach second you had this enchantment on you.


Delayed Pain - Hex Spell
Energy (5) ---- Cast Time (1) ---- Recharge (12)
After 5 seconds target foe takes (9…65) damage.


Store Pain – Elite Hex Spell
Energy (15) ---- Cast Time (1) ---- Recharge (30)
For 20 seconds target foe takes no damage on melee. When Store Pain ends, he takes (6…35) damage for each time we would have been hit in melee while hexed.
Signet of Gods - Signet
Energy (-) ---- Cast Time (2) ---- Recharge (10)
You gain (0…4) energy for each adjacent foe.


Reality Strike – Elite Attack Skill
Energy (10) ---- Cast Time (-) ---- Recharge (10)
You deal + (6…30) damage. If you hit a minion or a spirit, you gain (2…15) energy.
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Old Nov 10, 2006, 02:03 AM // 02:03   #2
Furnace Stoker
 
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Location: Kali
Profession: W/E
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Very nice and detail. One of the better CC thats around. I like the primary, and how it effect the stance/style. That was pretty new which no other suggeted befoe. The style is good too, and I like how it would change your attack damage. The skills are good too, which if not for this class, would go great on some exisiting classes.

I do think it fell a bit flat on the innovative side. seem like playing a Mes/Warrior might achieve a similar playing style. I would seperate the Hex/Spell-protection part out and put it in another class (but thats because I have a CC that does that sort of thing in mind, so there are personal bias in there).

But its a good one none the less. Kudos.
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Old Nov 10, 2006, 12:29 PM // 12:29   #3
Pre-Searing Cadet
 
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Guild: Tribo dos Reis
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I hope ppl like it. I'd love to see something like it in the next expansion... the main image i had on my mind to create this was the ragnarok's champion http://guide.ragnarok.co.kr/jobchampion.asp .... PLZ vote!!
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Old Nov 13, 2006, 11:09 AM // 11:09   #4
Frost Gate Guardian
 
Join Date: Jun 2006
Guild: The Demon Hunters Clan
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think of somethign new please. The Anet team makes brillant classes, which are good for their originality above everything else .

Monk +Guild Wars= screw up of me getting banned at 96 in ragnarok with my monk for no reason .
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Old Nov 13, 2006, 12:15 PM // 12:15   #5
Ascalonian Squire
 
Join Date: Nov 2006
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Quote:
think of somethign new please. The Anet team makes brillant classes, which are good for their originality above everything else .
The Ritualist, and Mesmer, and the Paragon maybe, but the Dervish just seems like an overpowered junkheap of left over spells from the monks, Elementalists, and Grim Reapers everywhere. And any old Average Joe could have thought of an assasin, with little to no thought.

Not to mention that practically Every game in existence has the other 5 classes, wether it is in one form or another.


I think this Brawler is a neat class idea, maybe a bit overpowered skills, like all the other class suggestions here, but a nice idea anyhow.
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