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Old Aug 02, 2006, 12:59 AM // 00:59   #1
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Default My version of the martial arts concept class

So many people have tried to put into words the idea of a martial artist class. Many of these ideas had something too them, but I had yet to see one that really hit it on the nose so I decided to give it a shot myself. I actually am writing this forward before even thinking about what I am going to do with it, rather I’ve only as yet made the decision to try.

The unique role I hope this class will fill is that of mesmer combined with a warrior, a class that relies less on the damage it deals, instead turning others attacks into a weapon against themselves.

I decided to have this character use a system similar to adrenaline. This system uses evades as its means of fueling attacks. This means that before getting your character up to the point where he can damage effectively he must have evaded many times already.

P.S. When going through the skill list, please keep in mind that with an Agility of 16 you have a constant 24% chance to evade attacks. Also the Sensei has an armor level of 70, meaning he will get hit less often, but take more damage when he is hit.


Sensei
The Sensei is a unique class with many advantages. It focuses on melee fighting relying on its defense to stay alive. At the same time while being capable of dealing its own damage, the true Sensei must be masterful in combat, since both his ability to take out opponents and to stay alive are most effective when under the guiding hands of an elite player, one who is able to turn his foes attacks against himself.




Agility ( Primary Attribute )
For each rank of agility you have a 1.5% chance to evade attacks. Many Sensei skills, especially those relating to defense and moving quicker, become more effective with higher Agility.

Peaceful Trance-Stance
For 10…18 seconds you gain 3 health regeneration and an additional 25% chance to evade. This stance ends if you move, attack, or use a skill.
Energy Cost:10
Activation Time:1
Recharge Time:45

Adrenaline Rush-Stance
For 8…15 seconds you attack 25% faster.
Energy Cost:5
Activation Time:1
Recharge Time:45

Fearful Speed-Stance
For 8…15 seconds you move 25% faster, while moving you have an additional 50% chance to evade.
Energy Cost:10
Activation Time:0
Recharge Time:45

Flowing Strength-Stance
For 10…18 seconds you have an additional 25% chance to evade attacks while attacking.
Energy Cost:10
Activation Time:1
Recharge Time:45

Deflection of Power-Stance
For 15…35 seconds whenever you evade an attack you gain an additional point of evasion.
Energy Cost:10
Activation Time:1
Recharge Time:45

Focused Strength-Elite Stance
For 5 seconds your evasion skills only require 3…1 point of evasion.
Energy Cost:5
Activation Time:1
Recharge Time:30

Reflex
No inherent effect. Many Sensei skills, especially those relating to turning an enemy’s attack against him, become more effective with higher Reflex.

Body Throw-Spell
If target touched foe is using an attack skill, he is knocked down and takes 5…20 damage.
Evades:3
Activation Time:1/4

Knee Grind-Spell
Knocked down foe suffers from bleeding for 5…13 seconds.
Evades:4
Activation Time:1

Neck Jab-Spell
If target touched foe is using a shout or chant, it is interrupted and he takes 15…40 damage.
Evades:4
Activation Time:1/4

Vengeful Block-Spell
If target touched foe is using an attack skill, the skill is blocked and he takes 20…45 damage
Evades:4
Activation Time:1/4

Wrist Break-Spell
If target touched foe is using an attack skill, he is interrupted and he suffers from weakness for 8…13 seconds.
Evades:
Activation Time:1/4

Confidence Block-Elite Spell
If target touched foe is using an attack skill, he interrupted and takes 10…20 damage. For 5 seconds all his attacks are blocked, and he takes 10…20 damage for each attack blocked in this way.
Evades:6
Activation Time:1/4

Concussion Block-Spell
If target touched foe is using a spell, he is interrupted and dazed for 12…20 seconds.
Evades:4
Activation Time:1/4



Concentration
No inherent effect. Many Sensei skills, especially those relating to enhancing your combat abilities, become more effective with higher Concentration.

“For the Win!”-Shout
For 1…4 seconds your attacks will be critical hits.
Energy Cost:10
Activation Time:1
Recharge Time:30

“Beware!”-Shout
For 2 seconds your attacks deal +10…30 damage.
Energy Cost:5
Activation Time:1
Recharge Time:15

“You Can’t Escape!”-Shout
For 1…5 seconds your attacks cannot be blocked or evaded.
Energy Cost:5
Activation Time:1
Recharge Time:25

“You Will Die!”-Shout
For 4 seconds conditions you inflict lasts 3...7 seconds longer.
Energy Cost:5
Activation Time:1
Recharge Time:20

“I Shall Defeat You!”-Elite Shout
For 7…17 seconds, every time you interrupt target foes action with a Reflex skill target is knocked down.
Energy Cost:5
Activation Time:1
Recharge Time:40

“You Cannot Hurt Me!”-Shout
For 3…6 seconds you have a 90% chance to evade attacks (Limit 90%, you gain no bonus from your rank in Agility, and does not stack with any stance bonuses that help you evade).
Energy Cost:5
Activation Time:1
Recharge Time:30

“You Were The Chosen One!”-Shout
For 4…10 seconds all allies within earshot take no damage from burning foes.
Energy Cost:5
Activation Time:1
Recharge Time:25

“To Victory!”-Shout
For 5…15 seconds you move 25% faster and have an additional 25% chance to evade attacks.
Energy Cost:5
Activation Time:1
Recharge Time:30

“I Will Kill You!”-Shout
For 4…10 seconds your attacks knock down fleeing foes.
Energy Cost:5
Activation Time:1
Recharge Time:15


Jujitsu
Jujitsu increases the amount of damage you do with wristwraps, and your chance to inflict a critical hit when using wristwraps. Many Sensei skills, especially those relating to inflicting conditions on your opponents, become more effective with higher Jujitsu.

Deadly Jab-Attack Skill
If Deadly Jab hits, you strike for +5…20 damage, and target suffers from a deep wound for 10 seconds.
Evades:6

Pressure Points-Elite Attack Skill
Strike 3 times at target foe, if these hit, the first attack causes crippled for 8…13 seconds, the second causes dazed for 8…13 seconds, and the third causes weakness for 8…13 seconds. these attacks deal no damage.
Evades:6

Lung Strike-Attack Skill
If lung strike hits, target suffers from weakness for 12…20 seconds.
Evades:5

Thigh Chop-Attack Skill
If Thigh Chop hits, target is crippled for 12…20 seconds.
Evades:5

Ear Clap-Attack Skill
If Ear Clap hits, target is dazed for 12…20 seconds.
Evades:5

Eye Poke-Attack Skill
If Eye Poke hits, target is blinded for 8…15 seconds.
Evades:5

Nose Break-Attack Skill
If Nose Break hits, target begins bleeding for 12…20 seconds.
Evades:5

Neck Snap-Attack Skill
If neck Snap hits, target suffers from a deep wound for 12…20 seconds.
Evades:5

Infected Wound-Attack Skill
If this attack hits a bleeding foe, that foe is poisoned for 4…9 seconds.
Evades:6

Unblockable Push-Attack Skill
If this attack hits a blinded foe he is knocked down and takes 5…20 damage.
Evades:6

Easy Strike-Attack Skill
If this attack hits a foe suffering from a condition, you strike for +5…20 damage.
Evades:3

Focused Blow-Elite Attack Skill
Meditate for 5 seconds. If you attack, use a skill, move, or are the target of an attack or skill the meditation ends. When the meditation ends strike for +5…10 and inflict 1 random condition for 8…13 seconds, for every second your meditation was active.
Evades:7


No Attribute

Redirected Strike-Elite Spell
If target touched foe is using an attack skill, you evade his attack and he takes the effect of his attack instead.
Evades:4
Activation Time:1/4

Uppercut- Attack Skill
If this attack hits a foe suffering from a condition, that foe is knocked down for 3 seconds.
Evades:6

Last edited by Half Blood Prynce; Aug 02, 2006 at 03:00 AM // 03:00..
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Old Aug 02, 2006, 01:28 AM // 01:28   #2
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Give him 70AL and 2% chance of blocking per Agility level.

Otherwise, Wow. He'd be dead SO fast. Take a monk with attack skills at melee and some evade skills. Watch the monk drop dead fast. the +10 al is EXTREMLY Importent.

Skills sound nice, but a bit underpowered. they should all be Skills, Not spells, and you will evade only 24% of the time, saying which, those 3 evade skills would take around 12 seconds before their use. so, if I were you, either knock the chance to block up, and leave the AL, or Knock the AL up, and change the skills to energy.

what are his weapons? What would the damage range be on them?

Another problem with the Evading thing for the skills, is that a character with a secondary Sensei couldn't use those skills without an evading skill on their skillbar.

I like it, But it would need a serious buff.

Last edited by Retribution X; Aug 02, 2006 at 01:31 AM // 01:31..
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Old Aug 02, 2006, 01:31 AM // 01:31   #3
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The Eye-poke attack skill got me giggling :P
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Old Aug 02, 2006, 01:35 AM // 01:35   #4
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Sensei means master, teacher, doctor.. and not necessary have anything to do with Martial Art.

Whats the evade number in skills in the Jujitsu attribute?

Last edited by actionjack; Aug 02, 2006 at 01:38 AM // 01:38..
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Old Aug 02, 2006, 02:59 AM // 02:59   #5
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Quote:
Originally Posted by actionjack
Sensei means master, teacher, doctor.. and not necessary have anything to do with Martial Art.

Whats the evade number in skills in the Jujitsu attribute?
Granted, Sensei means master, but in american society if you say sensei-most people think karate.
And the evade number, as explained in the forward, is how you power your attacks-the number of evades needed before you can use that skill.

Quote:
Originally Posted by retribution X
Give him 70AL and 2% chance of blocking per Agility level.

Otherwise, Wow. He'd be dead SO fast. Take a monk with attack skills at melee and some evade skills. Watch the monk drop dead fast. the +10 al is EXTREMLY Importent.

Skills sound nice, but a bit underpowered. they should all be Skills, Not spells, and you will evade only 24% of the time, saying which, those 3 evade skills would take around 12 seconds before their use. so, if I were you, either knock the chance to block up, and leave the AL, or Knock the AL up, and change the skills to energy.

what are his weapons? What would the damage range be on them?

Another problem with the Evading thing for the skills, is that a character with a secondary Sensei couldn't use those skills without an evading skill on their skillbar.

I like it, But it would need a serious buff.
First of all, if you read it, not all skills are evade based, in fact the agility skills helping you evade are all energy based.
Nevertheless, I do agree with you that the amour level should be 70 AL. I had originaly made it 60 AL and intended to change it but I forgot to. Thanks for the heads up.
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Old Aug 02, 2006, 03:05 AM // 03:05   #6
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Not only is the word Sensei misused, but Martial Arts pretty much encompasses every form of combat..... from spears and swords, to hands and feet, to shooting Kamehame waves if such is possible, it is all martial arts.

Then mixing in shouts which are not different than Warrior, and specialized by Paragon, and a mesh of weak, unbalanced or useless skills. If this is truely your solution to all the "lacking" martial arts threads around, your blind.

And I will also add that an attribute with an inherent evasion attribute is broken.

P.S. This is an international game, and if any Korean read this thread (like me)...........
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Old Aug 02, 2006, 03:45 AM // 03:45   #7
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I read many MA class before, and yours is one of the better ones. But for me, it is my opinion that this one doesn't hit me on the nose as well.

-For name, there can be better name than Sensei.

-I think the primary attribute is fine, thought 24% might be a bit high.

-The stance in Aglity seems good, but might try to add some more skill type other than stance.

-Why are skills in reflect consider as spells? Other than that, the skills are good, but just don't seem to fit with reflect as attribute name.

-Again, concentration seem a strange name for a shout heavy attribute. Might call the shout something else, to better differenciate between the those that have allie helping effect, vs those with self boosting effect. (yell?)

-Wristwrap...?

-I am somewhat iffy about Evasion. Its a interesting concept, and would tie to this class well, but still seem strange that you need to evade to use your attack skills....

-Most skills in jusitsu seem condition applying.. which somewhat at same line as that of warrior's sword or axe. Would like to see something more different if possible.

Well, thats my review/suggestion/opinion. Overall, it is a good one, and hope to see you develop it more. enjoy
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Old Aug 02, 2006, 03:47 AM // 03:47   #8
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Yeah, you gotta think how the non-primary attributes fit in if it is a 2ndary.
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Old Aug 02, 2006, 04:33 AM // 04:33   #9
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i didn't bother reading all the skills. though some sounds interesting. (haha FTW?!)
However, yes as many pointed out. I don't like the name.
also, seems like anything like rigot mortis or other evasion ignoring skills (which, there are quite abit) can hurt the effectiveness of your build pretty bad...


to BahamutKaiser: Just a question and its absolutely nothing personal, I am just curious. You seem to be offended by sensei, yet you have no problem with samurai and shinobi?

Last edited by prodigy ming; Aug 02, 2006 at 04:40 AM // 04:40..
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Old Aug 02, 2006, 04:51 AM // 04:51   #10
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Many people have mentioned that the name could be alot better, so I thought about it. I couldn't come up with any names that I really liked so whatever suggestions come in-I'll use one.
Quote:
Originally Posted by actionjack
-Why are skills in reflect consider as spells? Other than that, the skills are good, but just don't seem to fit with reflect as attribute name.

-Wristwrap...?

Well, thats my review/suggestion/opinion. Overall, it is a good one, and hope to see you develop it more. enjoy
the attribute is called reflex, not reflect. As in quick reflexes.
Also wristwraps are an actual thing. They are long strips of cloth that you wrap around your hands, soft on the inside and hard leather on the outside, to protect your hands and hurt the other person more.
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Old Aug 02, 2006, 06:47 PM // 18:47   #11
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how about making a guard atrabute so they get like a certian % to block. also, giving them counter attacks would be cool.
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Old Aug 02, 2006, 11:31 PM // 23:31   #12
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The improper and poor use of a title is weak. I make ideas for Shinobi and Samurai which are dedicated works of art, reflecting the nature and identity of those classes.

I have said it twice as much that I don't like titles like Monk for a martial artist because Monks span a much broader identity than shaolin monks and Kung Fu fighters, and likewise, I don't like Sensei because it is a misinterpreted use of a title which basicly means teacher. Unless the class revolves around teaching his teammates, it is a inaccurate, and weak combat class title.

I would have to explain it though, wouldn't I?
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Old Aug 02, 2006, 11:59 PM // 23:59   #13
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I really like the class, but i think it will be weak in PvP. The way the evasion skills work makes it so that the sensei can be pretty much shut down just by not attacking him (unless he's using all energy skills).
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Old Aug 03, 2006, 11:24 PM // 23:24   #14
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Quote:
Originally Posted by BahamutKaiser
The improper and poor use of a title is weak. I make ideas for Shinobi and Samurai which are dedicated works of art, reflecting the nature and identity of those classes.

I have said it twice as much that I don't like titles like Monk for a martial artist because Monks span a much broader identity than shaolin monks and Kung Fu fighters, and likewise, I don't like Sensei because it is a misinterpreted use of a title which basicly means teacher. Unless the class revolves around teaching his teammates, it is a inaccurate, and weak combat class title.

I would have to explain it though, wouldn't I?
I agree that this is a misuse of the word sensei, but why would a Korean be offended by it (as you first mentioned) since its a Japanese word?
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Old Aug 14, 2006, 05:51 AM // 05:51   #15
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He is offended by the use of a strictly American ignorance in an international setting.

First off there really is no point in inventing a whole new combat system in the game. The evasion system makes no sense really...evading a number of attacks wouldn't give you any advantage over evade one..except less damage. Better off sticking with adrenaline and making the primary attribute give health and adren (points not strikes) for evading (and/or blocking) much like the dervish. Or maybe make certain attacks require a single evade or block.

I feel that the concentration line infringes on the paragon's territory, in that it is exclusively shouts.

I also don't like the skill orginization. The skill lines depend too much on each other (think the assassin), which takes away from the ability to utilize a secondary class effectively. You need high points in every attribute to make this profession effective and pure classes are boring.

Like the assassin the primary attribute (as it is) is the crutch of this profession, taking skill points from other places. In every other profession (aside from the assassin and the dervish when it comes) the primary attributes are pretty much places to stick extra points, unless necessary for that particular build. They also should have less skills than the other lines.

Personally, i see a hand-to-hand brawler as a shutdown melee class. Your goal is to disable your opponent and keep them from retaliating hard. Weakness and Dazed (some knockdown of course) should be the majority of conditions they use. Also there should be many attacks that prevent the opponent from using certain skills when they are blocked, such as increasing recharge or disabling for a certain amount of time (like shield bash), instead of just dealing damage.

Finally, i feel that all the Judo-esque skills should fall under the weapon skill and that line be replace with some form of an actual spell line (such as breathing fire, or a conjure element effect on their fists). Should contain offensive spells and offensive support spells.
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Old Sep 12, 2006, 02:53 AM // 02:53   #16
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Maellus:
Quote:
Finally, i feel that all the Judo-esque skills should fall under the weapon skill and that line be replace with some form of an actual spell line (such as breathing fire, or a conjure element effect on their fists). Should contain offensive spells and offensive support spells.
I think there's potentiel there. I know there not spells.

Freezing Fists- Stance. For X seconds your 'wraps' deal +X cold damage. Each time you strike a target with 'wraps', target is hexed with Freezing and moves X% slower.

Dust Fists - Stance. For X seconds your 'wraps' deal +X earth damage. Each time you strike a target that is moving with 'wraps', target is blinded for X seconds and knocked down.

Flaming Fists - Stance. For X seconds your 'wraps' deal +X fire damage. Each time you strike a target that is using a skill he/she is set on fire for X seconds.

Shocking Fists - Stance. For X seconds you attack X% faster with 'wraps', your 'wraps' deal +X lighting damage and have 25% armor penetration.

Soothing Fists - Stance. For X seconds your 'wrap' attacks heal you and adjacent allies for X health.

Seeking Fists - Stance. For X seconds your melee range for 'wraps' is doubled and you gain double evasion points each time you successfully evade an attack. Your attacks with 'wraps' cannot be evaded or dodged.

Double Edge Fists - Stance. For X seconds when you hit with 'wraps' your target loses an echantment and hex.

Hateful Fists - Stance. For X seconds your 'wraps' deal +X damage and deal +X damage to the type of creature you are currently targeting. Type creature Hateful Fists effects can not be changed until Hateful Fist is reactivated with a new target.


just generic skills, no figures for cost, or refresh but you get the point.

Oh! and by the way a NEW NAME...Jitsu Sensei - meaning a teacher of defense, seems to fit your whole theme of defense/evasion and martial arts.

Last edited by HunterRose; Sep 12, 2006 at 03:07 AM // 03:07..
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