Apr 20, 2006, 12:04 AM // 00:04
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#81
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Lion's Arch Merchant
Join Date: Oct 2005
Guild: [JF] Just Friends, [NOT] Nomads of Turmoil
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Yeah, original melee classes are a bit hard to come up with for GW, but IMO they are the most fun to play (hard, considering the basic warrior has 3 weapon lines already).
/signed 10x (if i havent already)
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Apr 20, 2006, 01:11 AM // 01:11
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#83
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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Quote:
The Retiarii has 3 pips of energy regen and starts with 30 energy.
He will have fairly heavy armor (contradictory to the pictures you may see) Maybe an AL of 80
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thats the same armor as a war and the same starting energy as a caster with a rangers energy recovery... just not balanced IMO. (45 max energy with a staff with 3 energy pips meaning 1 energy a second AND having 80AL? just not gunna work out unless there are major conditions)
Agility ~ 2% to dodge what? ALL attacks including magic OR prjectiles OR physical attacks? Notice elemental weapon mods would be counted as magic i think. but if its for more than one of these, IMO its over powered.
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Apr 20, 2006, 05:29 AM // 05:29
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#84
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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I'd be inclined to essentially give it ranger armour (70 base, 3 pips, 25 base energy) with a bonus against physical and similar mods to warrior armour types (so one with extra energy, possibly one with absorption, and so on).
I also agree that weather mastery is stepping on the Elementalist's toes, to the point where I'd suggest to simply drop that skill line and come up with a replacement skill line based on the way the profession fights. One of the beauties of the Guild Wars profession system is that the 'melee-magic' mixes aren't necassary, as they can be built by making an appropriate combination of primary and secondary - for instance, I think the fighting style you're aiming for can be achieved with the base profession without weather mastery, coupled to an elementalist secondary using water and/or earth magic lines.
For the general style - hrrmn. It could stand out from the competition - potentially. Ultimately, I think it would work as a kind of melee kiter - slow down the enemy with nets, then hurt them from out of reach with a polearm weapon. I'd probably add poleaxes as a second weapon line, giving a choice of spear-type weapons (including tridents) and poleaxe-type weapons (such as halberds, glaives, etc).
I do find agility a little weird - a permanent chance to dodge seems a little unbalanced - chances to miss, in my opinion, should probably be reserved for special circumstances. An attack speed increase could work, as long as it isn't too high (you wouldn't need it to go very far to be a huge advantage), probably with an element of dimishing returns similiar to Fast Casting for a mesmer. Another alternative, if you want defense, is to have something that adds one point of armour per point invested.
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Apr 20, 2006, 08:53 AM // 08:53
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#85
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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why don't we just call it gladiator? since it looks so much like gladiator
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Apr 20, 2006, 09:56 AM // 09:56
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#86
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Desert Nomad
Join Date: May 2005
Location: Singapore
Guild: Seers of Serpents [SoS]
Profession: R/
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i tend to agree with lightblade though the weather attacks seems interesting.
and the name.....wee bit too open for exploits for name insulting/calling.
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Apr 20, 2006, 11:10 AM // 11:10
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#87
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Lion's Arch Merchant
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Well i like the idea except for the net mastery. It would be like having a shield mastery for the warrior. Instead of net mastery you should add something like tactics, but with another name...
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Apr 20, 2006, 11:11 AM // 11:11
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#88
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Lion's Arch Merchant
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Btw I Would Love A Gladiator Class!!!
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Apr 20, 2006, 12:02 PM // 12:02
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#89
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: Numurian Vanguard
Profession: Me/R
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Yeah maybe
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Apr 20, 2006, 06:13 PM // 18:13
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#90
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Krytan Explorer
Join Date: Jun 2005
Location: Atlanta, GA
Guild: Girl Power [GP]
Profession: Me/Mo
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/signed
nifty nifty idea. well thought out. I would enjoy playing this class. The weather attacks are particularly well thought out and original.
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Apr 21, 2006, 01:41 AM // 01:41
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#91
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Krytan Explorer
Join Date: Aug 2005
Location: nowhere!!!
Profession: N/Mo
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Ok, I have to agree with the comments about the AL. I will knock that down a bit, but I still feel that since it uses a good bit of magic, 30 energy, and 2-3 pips is suitable. I can also understand the comments about stepping on ele's toes, but I want this class to work some what in tandem with an ele. Maybe if I knocked down the damage a bit for the magic attacks, it would be suitable. That way you can't rely entirely on weather skills. I really don't want to drop the weather line, it is a big part of the retiarii, in my opinion.
Now to address agility, I made this class a long time ago, and I don't remember where I was going with agility. So, in light of that, I am opening up to suggestions for a new attribute line. This class can't just have one retarded attribute line. So please, come up with a new line, or way of improving agility.
Also, thank you for the comments and suggestions.
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Apr 21, 2006, 03:17 AM // 03:17
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#92
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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/NOT SIGN
...and my reason is I am joking...
Its a popular concept class... develop it a bit more, Benmanhaha...
and I would so play this class... especailly with a girl...
cause I will be casting Tidal Wave.. and she will say "Oh, you are making me wet, again"
good fun indeed.
Last edited by actionjack; Apr 21, 2006 at 03:20 AM // 03:20..
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Apr 21, 2006, 03:35 AM // 03:35
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#93
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Ranger-type armour will give you the option to have 30 energy, if you have an equivalent to the Druid's set (a full set of which would give 32 energy all up), or the choice to have better protection instead. Combined with some decent energy management skills, the class should be able to make do with that.
Admittedly, however, the Assassin does give a precedent for a protection/energy imbalance, so it might not be so unbalanced after all.
On the weather magic line: Conceptually, I personally still don't like it (weather manipulation should sit in the Elementalist's box of tricks, durnit!). It really does seem to me that you're working to make a complete build out of a single class, which, with Guild Wars' primary and secondary profession system, isn't really necassary. Part of the fun - at least, from my viewpoint - is finding ways to mix the professions to make a character concept, rather than having it all spoon-fed to you right at the start.
Consider this: If someone wanted to build the character you're aiming for, they need two components - the net-and-polearm physical combat component, and the weather component. The former component is currently lacking in Guild Wars, so a new profession is needed to supply that component. The weather - control of the elements - component can already be drawn from the Elementalist class - you may need to add some more skills to the Elementalist, but the general capability is there.
However, consider someone that wanted to put the net-and-polearm style to another use - say a mage hunter with a Mesmer secondary. The weather mastery line, to an extent, then becomes dead weight to the concept. Of course, the player could find ways to work it in regardless or simply not use that line (there are plenty of builds around that have zero in an attribute, after all). But wouldn't it be better if there was another attribute available that adds to the gritty gladiatorial nature of the profession?
Basically, to reiterate: Don't feel you need to make the entire character concept out of a single profession. While many other games (WoW comes to mind) only allow you to have single classes and hence require seperate classes to achieve combinations of capabilities, the style of Guild Wars allows you to essentially build your own out of the professions on offer. If you want your character to have a capability that already exists, you don't need to add it to your profession - instead, you could consider taking the secondary that will give the playstyle you have in mind as one of the options, focus on the capabilities that your profession adds to the game that don't already exist, and allow the players to come up with their own overall concepts .
Another way of looking at it is to ask the question: Is the ability to create weather-based effects so intrinsically tied to the combat technique employing trident-and-net that they must be included in the same profession, even when the correct choice of secondary can give the same result? In your previous post, you seem to be saying yes. I disagree - historical retiarii did well enough without Poseidon's backing.
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Apr 21, 2006, 06:15 AM // 06:15
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#94
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Ascalonian Squire
Join Date: Dec 2005
Profession: R/E
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im casting magic missiles!!!!!
/sgin original ide FTW..but maybe need balancing..
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May 14, 2006, 05:37 PM // 17:37
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#95
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Wilds Pathfinder
Join Date: Feb 2006
Location: House Zu Heltzer, laughing at them.
Guild: The [GEAR] Trick
Profession: N/Me
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Even if I have already
/Signed x 10000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 0001
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May 14, 2006, 09:11 PM // 21:11
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#96
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Wilds Pathfinder
Join Date: Oct 2005
Location: pit of brimstone
Guild: Squad Six Six Six [ssss]
Profession: A/Me
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Quote:
Originally Posted by Trylo
thats the same armor as a war and the same starting energy as a caster with a rangers energy recovery... just not balanced IMO. (45 max energy with a staff with 3 energy pips meaning 1 energy a second AND having 80AL? just not gunna work out unless there are major conditions)
Agility ~ 2% to dodge what? ALL attacks including magic OR prjectiles OR physical attacks? Notice elemental weapon mods would be counted as magic i think. but if its for more than one of these, IMO its over powered.
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he could have only 2 energy pips, but with his weapon he would get the 3rd. think of it being magicly infused weapons, that would be balancing, no?
theres alot of tweaking here and there easily to make it work
edit: and of course there could be a requirment of an attribute for it to be used, theres no reason to give a free pip of energy to every class that holds a spear.. lol doesnt need to be Simple does it!?!
Last edited by floppinghog; May 14, 2006 at 09:19 PM // 21:19..
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May 28, 2006, 02:20 AM // 02:20
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#97
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Pre-Searing Cadet
Join Date: May 2006
Guild: Let's Farm Green [LFG]
Profession: W/Mo
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Nice idea but........ a xunlai agent as wife.... poor man :P
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May 28, 2006, 03:59 AM // 03:59
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#98
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Krytan Explorer
Join Date: Oct 2005
Guild: The Last Sacrens
Profession: N/Me
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This is the best class idea ever! CLEARLY UNIQUE AND DEFINITELY NOT THOUGHT OF!
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May 29, 2006, 03:13 PM // 15:13
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#99
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Ascalonian Squire
Join Date: May 2006
Guild: shadows of sorrows
Profession: R/Me
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I love the idea!!
Ill se if i can get some concept art done
moo
/signed
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May 29, 2006, 07:50 PM // 19:50
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#100
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Academy Page
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Excellent idea. Well thought out, historically based, easily one of the best concept classes on these boards to date. Well done.
(BTW, I think the style of armor you're thinking of is the "samnite" armor, one of the heaviest armors worn by classical gladiators.)
I would like to know, however, what are the damage ranges on the weapons? How does standing water from the spells/rituals affect cold/lightning/fire spells and attacks?
All in all, needs some further development, but definiely worth developing.
/signed.
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