Aug 09, 2005, 05:54 AM // 05:54
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#1
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Pre-Searing Cadet
Join Date: Aug 2005
Guild: The Crusaders
Profession: E/
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Ideas: Gaurd, Gunman, and new weapons
The Guard (melee)
Defend: passive. every point adds 2% chance to block/evade (which ever has the least conscenses) or missles, melee, arrows. when weilding a shield you get more better block/evade based on armor. gaurd only
so you could get like 48% evade/bloack at max
Armory skills: bonus with (new weapon ideas coming) polearms(lances, hallberds, spears, etc..), offensive two-handed shields (like that conspt art warrior with teh massive shield), and one handed blunt weapons (mace, bats, flails, etc..)
a more signifacant dmg increase then the warrior's weapon mastery
Gaurd: Each point in this skill improves skills that raise diffeernt defesnive stance, spells, skills that are simaliar to ranger and elementalist skills
more defense then defensive elem skills with less benefits
Battle Awarness: be able to find the weakness, or make a weakness to baddies.
i couldn't think of a good 4th attribute...
skill ideas:
Charge (not "Charge!")
for 3-9 seconds you run 40% faster and dmg baddies for 30-90 dmg if you make contact (defend or gaurd)
Bash
Hit baddie. you do 50% less dmg but the baddy falls, then is blind and is dazed for 5-15 second (armory)
Uncanny Save: 50% chance to lose all hexes and two random protection monk ehnaments come for 2-9 secs.
Armor: armor should look something like the Vatican Gaurd or Spanish armor.
Head: Barret or metal Helmet (70 armor with attribute upgrade)
Chest: Chain mail to Platemail tops (70 armor plus 20-30 physical defense)
Lags/feet/hands LEather and cloth looking clothes (70 armor plus 20-30 magic defense
i'll leave some one else to figure the dmg done by Gaurd weapons
now im out of ideas for the gaurd.
The Gunman (ultra long range)
Accuracy: each point adds 1% chance to hit
speed: each points adds 1.5% to reload/fire gun.
Knowledge:each point increase speed, accuracy and gun abiltys with other nice touches. Gunman only
Gunmanship: improves dmg done by guns and increases critical hits
the gunman is pure long range combat, while the ranger could also be a beast controller/ trapper/ spirit
skills:
Gunmans posture (knowledge): speed is incrased by 10-50% and accuracy is increase for 20-60%. you move 60-30% slower and take 40-20% more dmg. enchantment skill
fatel shot (accuracy): 10-50% accuracy bonus applies (66%) if it hits baddies health goes down to 1 but get 10 regen for 3 seconds
armor:
All cloth like elem armor but a design that would match. with 60 armor with all sorts of bonuses
weapons:
i know guns didn't exsit in the area of GW but in Zelda they had Cameras... anyways its a video game anything can happen
Guns
Pistols 22-25 dmg (one handed)
accuracy is can range from 25-45% to hit
Gun Powderbag / loading sticks (offhand with useing a pistol)
gunpowder adds more dmg... sticks increase loading speed.
long barrals 21-28 (two handed)
accuracy 30-50% to hit
wow... what a wall of text... im getting tired and can't think that well. rate my ideas... i think they are a good way to counter mesmers and elems
Last edited by Warmaster C; Aug 09, 2005 at 05:59 AM // 05:59..
Reason: misspellings etc.
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Aug 09, 2005, 06:32 AM // 06:32
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#2
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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The one thing I hate most about any RPG is when the technology gets too advanced.
Guns belong in FPS, not RPGs.
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Aug 09, 2005, 06:33 AM // 06:33
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#3
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Frost Gate Guardian
Join Date: Jun 2005
Guild: The Last Horadrim
Profession: E/Me
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I'm just going to reply by saying that I don't think that adding more character classes is a good idea. As it stands the most basic character types are available, with the availability of combinations of them all to create entirely different characters of their own.
Personally I think that the only way to adjust more diversity is the create more skills. Your guard is really just a warrior in disguise with different skills. You can just make more skills for the warrior and essencially get your guard. Minus the attributes of course, which of course at least in my opinon are not all that neccessary to have over what warriors already get. Same can be said for rangers and your gunman class.
Interesting idea, I just don't think that it's really a good way to go about it.
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