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Old Dec 20, 2005, 03:06 PM // 15:06   #341
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Quote:
Originally Posted by actionjack
Some possible Stance Breaker type of skills

Unblocking Hand:
15e| 2c | 45r : In T seconds, your attack can not be dodge, block, or Parry.

Low Swipe:
10e| 0c | 30r : If target is in a Stance, target will be knock down and suffer X extra points.

Stance Breaker:
15e| 2c | 30r : Break the Current Stances the target is in.

Knee Breaker:
15e| 1c | 45r : Cause Cripple, and Target can not do Stance Skill in the next T seconds.

Trade Stance: (e)
15e| 1c | 45r : If target is in a Stance, it would end the effect for it, but you would take on the effect of that stance for the duration.
Ooooo I like the trade stance idea.
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Old Dec 22, 2005, 12:44 AM // 00:44   #342
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[QUOTE=actionjack]Some possible Stance Breaker type of skills

Unblocking Hand:
15e| 2c | 45r : In T seconds, your attack can not be dodge, block, or Parry.

Low Swipe:
10e| 0c | 30r : If target is in a Stance, target will be knock down and suffer X extra points.

Stance Breaker:
15e| 2c | 30r : Break the Current Stances the target is in.

QUOTE]

SKILL....

Blatently this would be and awesome aspect, but you would have to be able to see stances easier or something.

Everybodt else has said dodging and noone has thought of stuff like this, this is what the game needs!! (a warrior/monk beater!)
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Old Dec 22, 2005, 10:22 AM // 10:22   #343
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Since its assassin it should hav some "ninja-like" skills such as blending in with the terrain. or disguise as an enemy. But last only like 15-45secs.

They should also be able to go over ppl, for example if the assassin gets surrounded bby tanks they should be able to go over them with certain skills.

They should also have a smaller aggroe area

An attribute thats sorta like soulreaping but instead u gain life
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Old Dec 30, 2005, 11:01 PM // 23:01   #344
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I think wot the Assasin needs is a good, two-handed Katana
R/W Ninjas just dont look ninja-y without them. But then would assasin be good on top of ranger for a ninja build at all????? I can only hope.
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Old Dec 31, 2005, 04:29 AM // 04:29   #345
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Here's what I think makes scence for the assasin. I think it should rely a good portion on engery and alot on stealth(<- obviously). The reason I say energy instead of adrinealine is because it stealth skill could provide a major unbalance in the proffesions. Let's say the assasin has a skill called "invisiblity" that allows the assasin to have no agro-circle, cannot be targeted and cannot be seen in the enviroment. This would be amazing for getting team together in PvP and just hiding, all attacking the same person and then hiding again. It would also make for a flawless drawer.... (not the right word, but it totally escaped me.) It would an unbeatable proffesion if it were not severly handicapped in someway. That is why I think it should be an engry sacrificer, to compliment the necro health sacrificing sort of.... Big advantages for big energy. Like one hit kill skills that have a low hit rate and high engery cost/degen rate, but are invaluble if they can hit. I think that makes the most scence for the assasin.

I think it would be cool to have another special skill, too. It would work for the assasin, or another new Proffesion. The ability to redirect spells, hexes and enchantments cast on his/her self. I.E. the assasin could allow a necro with a great curse that needs a touched target to cast the spell on himself(the assasin) and the assisn could use stealth skills to carry it to the intended target rather than putting the slightly frailer caster in harms way. Of course, that's just a cool thought I had.
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Old Jan 01, 2006, 04:32 AM // 04:32   #346
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Disarm
Cost: 10e
Casting time: 1 second
For 10-25 seconds, target physical damage wielding enemy can not attack


Stun
Cost: 5e or 4a
Casting time 3/4
For 5 seconds, any attack by target foe fails, and for each attack that has failed under Stun, he suffers 20-60 damage

Sting
Cost 5e of 4a
Casting time 3/4
Interrupt target foes action, if foe is casting or attacking he is interrupted, suffers from poison for 5-15 seconds, and takes 10-40 damage

Black Powder
Cost 5e or 4a
Casting time 1 second
Interrupt target foes action, if casting, target foe becomes dazed for 5-20 seconds. If attacking, target foe becomes blind for 5-20 seconds

Just a few ideas =D
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Old Jan 02, 2006, 04:09 AM // 04:09   #347
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So I came to this thread from another thread talking about GG speaking about Ch2. lol

But as I look through some of these skill "ideas" I'm seeing a lot of Ragnarok Online comming back to me. My first class that I really got hooked on in that game was an assassin. Some of these skills look like they've been pulled right from that game (from the Rogue class too).

Oh well, either originality is dead OR some of these guys truly are original, but the idea was thought of first.

Edit: Haven't looked through all 9 pages. Just a few.
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Old Jan 02, 2006, 04:22 AM // 04:22   #348
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*jumps* aaaa I thought ths thread was dead
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Old Jan 02, 2006, 02:27 PM // 14:27   #349
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Nerve Slice: Target foe suffers from crippled for 3-12 secs and fails their next action.
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Old Jan 05, 2006, 07:25 PM // 19:25   #350
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I've read just about all the thread. Here's my tiny thoughts...

Two special weapon types - Dual Melee and Darts. The magazine article suggests it's not ~true~ dual wielding - "one long, one short" - indicating you use one sword/axe/katana and another weapon, which is like a focus but for melee. Darts have half normal projectile range. There are skills for both weapon types. A tactic might be to run in, fight a bit, then use darts for a while.
I suggest that the primary attribute is Dual Wielding. This is entirely unique in this game. Others might be Dart Mastery/Precision, Guile/Cunning, and Calmness. Alternative words for Dart: Quill, Barb, Spike, Thorn.

Ok, I just had an idea. Let me think it through here...
First, change the name Mesmer Elite Hex "Panic"... or leave it, just change the effect to tie in with this idea.
It was sorta suggested earlier. A Warrior gains adrenaline when hits. An Assassin loses Composure when she gets hit. Skills fade as she loses Composure. The Calmness attribute line has an inherent effect of reducing composure loss, and/or improves skills under the attribute that generally consist of Meditations/Trances and her survival.

Meditation/Trance: A new stance/shout/enchant type of skill, self only. Upon activation it will remain in effect until deactivated or interrupted. Essentially, it has infinite activation time, and zero cast time; but for all interrupt purposes it acts like a skill being used. Meditations will typically have an accumulative effect (with a limit), and an Assassin will be disadvantaged during this time. I got the idea from the article, "calming her mind and centering herself for the task ahead." I think I'll format my ideas properly...

--------------------
Assassin
Attributes:
  • Dual Wielding {Primary} - Reduces penalty from using double weapons. Improves skills using both weapons.
  • Precision - Improves Dart-throwing skills.
  • Guile - Improves skills of trickery and stealth.
  • Calmness - Inherently reduces loss of Composure. Improves skills of survival.

Armor:
Roughly that of a monk. Each item gives 0.5-1% bonus to speed or evasion ("qualitative" description, ie Improves Speed. different types)?

Energy:
Between Ranger and Warrior. Energy regen 3-4 (perhaps a head armor piece gives +1 energy regen, at a cost; you can't do 16 in an attribute then).

--------------------

And now I see an issue. Who loses Composure - just Primaries? No. Any Assassin, primary or secondary, may only use skills that are highlighted, just like a warrior's. Most Assassin skills require BOTH Composure and Energy (low energy; 5-10 for most). Composure is the reverse of Adrenaline - you gain it over time (until 100%), but lose it when hit/damaged. You would only invest in Calmness if you used Assassin skills. Phew. I thought I'd found a major bug in my suggestion. If I've confused you, sorry, just say. I'm writing this as it comes. This is my most unordered post ever.

You will realise that evasion becomes far more important once you consider Composure. Avoiding those blows is now a high priority to any Assassin. My main concern, now, is that once lost, Composure will be a proverbial b1tch to get back.

When I saw the picture, I thought of Shiek in Smash Bros Melee. All those darts and daggers on her... She's my character of choice.

On a slightly related note, give us Rapiers. I practically drool over the pic of the female Mesmer using one. My IW stylishness would go up 500%

I think people need to start thinking more about how their suggestions mix with other professions - A/*, and */A. Very few posts have done so.

As I read the previous suggestions I thought up some of my own. All of them have already been mentioned ^_^ Most important, was:

Gag
Attack Skill. If this attack hits, target foe loses all Shout effects, and cannot use a Shout for (#..#) seconds. (Attribute: Guile)

Double Self
Skill. Create an image of yourself at your current location, with (#..#) Health. Your image takes #% of your damage for you. Double Self fails after (#..#) seconds. It leaves no corpse. (Attribute: Guile)

Shadow Step
Skill. For (#..#) seconds, enemies do not have Line Of Sight with you. (Attribute: Composure)


I don't like "if facing the back" conditional skills because laggy players will be at supreme disadvantage. Also, "X" will turn you 180 degrees. Additionally, most suggested backstabbing skills are too powerful.

About Invisibility/Stealth: If they had it implemented in Rangers for Alpha, then it probably worked to some degree. It was mentioned only once, and I was shocked - what if the Assassin remains perfectly visible and targetable, but you don't have "Line of Sight" (for a time) - Arrows and some Spells would not work, but a Warrior and most Mesmer/Necromancer spells would still work.

Speed is something that simply MUST be a part of what an Assassin is. Thus i suggested it is inherent in the armor.

I agree with what some said - "evade" is overused, and it's getting boring (heh... coming from a person using Distortion in every second build);

This is the only RPG/whatever game I've played, and this is both assurance and a worry. I can safely suggest things and be totally oblivious to how other games might have used it already. Sadly, I can't tell when another's idea is unique or just a clone from another game.

I play Guild Wars for Mesmers; I play Mesmers for finesse and cunning. I think I'll fall in love with Assassins, too, as long as they aren't stupidly common. This has to be a difficult class to master, too.

I'm posting this before it gets out of hand. I really did think it'd be a tiny post o_0
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Old Jan 05, 2006, 07:50 PM // 19:50   #351
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Quote:
Originally Posted by aeronox
I've read just about all the thread. Here's my tiny thoughts...

Two special weapon types - Dual Melee and Darts. The magazine article suggests it's not ~true~ dual wielding - "one long, one short" - indicating you use one sword/axe/katana and another weapon, which is like a focus but for melee. Darts have half normal projectile range. There are skills for both weapon types. A tactic might be to run in, fight a bit, then use darts for a while.
I suggest that the primary attribute is Dual Wielding. This is entirely unique in this game. Others might be Dart Mastery/Precision, Guile/Cunning, and Calmness. Alternative words for Dart: Quill, Barb, Spike, Thorn.

Ok, I just had an idea. Let me think it through here...
First, change the name Mesmer Elite Hex "Panic"... or leave it, just change the effect to tie in with this idea.
It was sorta suggested earlier. A Warrior gains adrenaline when hits. An Assassin loses Composure when she gets hit. Skills fade as she loses Composure. The Calmness attribute line has an inherent effect of reducing composure loss, and/or improves skills under the attribute that generally consist of Meditations/Trances and her survival.

Meditation/Trance: A new stance/shout/enchant type of skill, self only. Upon activation it will remain in effect until deactivated or interrupted. Essentially, it has infinite activation time, and zero cast time; but for all interrupt purposes it acts like a skill being used. Meditations will typically have an accumulative effect (with a limit), and an Assassin will be disadvantaged during this time. I got the idea from the article, "calming her mind and centering herself for the task ahead." I think I'll format my ideas properly...

--------------------
Assassin
Attributes:
  • Dual Wielding {Primary} - Reduces penalty from using double weapons. Improves skills using both weapons.
  • Precision - Improves Dart-throwing skills.
  • Guile - Improves skills of trickery and stealth.
  • Calmness - Inherently reduces loss of Composure. Improves skills of survival.

Armor:
Roughly that of a monk. Each item gives 0.5-1% bonus to speed or evasion ("qualitative" description, ie Improves Speed. different types)?

Energy:
Between Ranger and Warrior. Energy regen 3-4 (perhaps a head armor piece gives +1 energy regen, at a cost; you can't do 16 in an attribute then).

--------------------

And now I see an issue. Who loses Composure - just Primaries? No. Any Assassin, primary or secondary, may only use skills that are highlighted, just like a warrior's. Most Assassin skills require BOTH Composure and Energy (low energy; 5-10 for most). Composure is the reverse of Adrenaline - you gain it over time (until 100%), but lose it when hit/damaged. You would only invest in Calmness if you used Assassin skills. Phew. I thought I'd found a major bug in my suggestion. If I've confused you, sorry, just say. I'm writing this as it comes. This is my most unordered post ever.

You will realise that evasion becomes far more important once you consider Composure. Avoiding those blows is now a high priority to any Assassin. My main concern, now, is that once lost, Composure will be a proverbial b1tch to get back.

When I saw the picture, I thought of Shiek in Smash Bros Melee. All those darts and daggers on her... She's my character of choice.

On a slightly related note, give us Rapiers. I practically drool over the pic of the female Mesmer using one. My IW stylishness would go up 500%

I think people need to start thinking more about how their suggestions mix with other professions - A/*, and */A. Very few posts have done so.

As I read the previous suggestions I thought up some of my own. All of them have already been mentioned ^_^ Most important, was:

Gag
Attack Skill. If this attack hits, target foe loses all Shout effects, and cannot use a Shout for (#..#) seconds. (Attribute: Guile)

Double Self
Skill. Create an image of yourself at your current location, with (#..#) Health. Your image takes #% of your damage for you. Double Self fails after (#..#) seconds. It leaves no corpse. (Attribute: Guile)

Shadow Step
Skill. For (#..#) seconds, enemies do not have Line Of Sight with you. (Attribute: Composure)


I don't like "if facing the back" conditional skills because laggy players will be at supreme disadvantage. Also, "X" will turn you 180 degrees. Additionally, most suggested backstabbing skills are too powerful.

About Invisibility/Stealth: If they had it implemented in Rangers for Alpha, then it probably worked to some degree. It was mentioned only once, and I was shocked - what if the Assassin remains perfectly visible and targetable, but you don't have "Line of Sight" (for a time) - Arrows and some Spells would not work, but a Warrior and most Mesmer/Necromancer spells would still work.

Speed is something that simply MUST be a part of what an Assassin is. Thus i suggested it is inherent in the armor.

I agree with what some said - "evade" is overused, and it's getting boring (heh... coming from a person using Distortion in every second build);

This is the only RPG/whatever game I've played, and this is both assurance and a worry. I can safely suggest things and be totally oblivious to how other games might have used it already. Sadly, I can't tell when another's idea is unique or just a clone from another game.

I play Guild Wars for Mesmers; I play Mesmers for finesse and cunning. I think I'll fall in love with Assassins, too, as long as they aren't stupidly common. This has to be a difficult class to master, too.

I'm posting this before it gets out of hand. I really did think it'd be a tiny post o_0
GREAT!

I love the idea of Calmness... its very clever and very original game play mechanic.... but unsure if they should apply to Assassin (I am thinking better on a Mind class, like that of Tele or Psion) But can I steal it?

Overall, very good ideas in that post.
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Old Jan 05, 2006, 09:27 PM // 21:27   #352
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I don't think Calmness/Tranquility/Composure whatever is far from an Assassin's theme - an Assassin must be controlled, collected and alert. When she's climbing a wall of the local Air Mage's Tower, with daggers between her teeth and poison vials on her belt, do you think she's a nervous wreck?
It creates a mechanism that will reduce... the power of certain builds.
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Old Jan 05, 2006, 10:25 PM // 22:25   #353
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I don't mean to seem harsh, but most of these skill Ideas sound alot like what the Assasin in Diablo 2 uses..
I'm wondering if there is a also a different class coming out besides Assasin? Not only would this increase the interest of playing Guild Wars (getting a new character to level 20 doesn't take months) but since the Assasin would be a new character, everyone would make one. That means hardly any monks to heal you or any other classes to help except for henchmen. I, for one, would not like to have to do all of the missions and quests with 6 other Assasins and 2 monk henchmen.

Just my thoughts
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Old Jan 05, 2006, 10:52 PM // 22:52   #354
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It depends on what the primary att is... but to be honest, it'd take a verrrry nice char model & armor to take me away from my mesmers.
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Old Jan 09, 2006, 03:16 PM // 15:16   #355
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forgive me if this has already been posted and my idea kinda carries over from being a Diablo II player...

How about giving the assassin a lock-pick skill? nothing automatic, mind you but a chance to open the chest without needing a key and it would cost energy to do it? Wouldn't be guaranteed entry to the chest on the first try, either.

say 5 energy to cast, duration (I'm not sure), and recharge would be 1 or 2 seconds...

Just a thought...
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