Jul 20, 2005, 05:03 AM // 05:03
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#1
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Wilds Pathfinder
Join Date: Jun 2005
Location: USA
Guild: Xen of Onslaught
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New Classes for future Chapters
This is a place to post ideas about new classes for future chapters.
Include:
weapons types- (wands,swords,spears,twigs?)
class role- healer, tanker, damage?
Attributes- eg Strength, Fast Casting
Spells
any thing else
I was thinking about a Druid but all the Nature spells are for Rangers.
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Jul 20, 2005, 05:10 AM // 05:10
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#2
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Jungle Guide
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I think we could use another melee attacker, since all but one of the classes are ranged. It's hard to think up new classes, since you can make almost any RPG archetype in GW, because of the dual class system.
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Jul 20, 2005, 05:12 AM // 05:12
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#3
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Academy Page
Join Date: Jun 2005
Location: Texas
Guild: Knights of the Alliance - KoA
Profession: Mo/W
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Some sort of rogue will be nice.
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Jul 20, 2005, 05:16 AM // 05:16
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#4
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Academy Page
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Most jobs are already covered by the existing classes, but here goes nothing...
Introducing...
The Assassin!!! (omg, prepare to be pwned...)
Attributes:
Sneak (Primary): Each point in = +1% movement speed, movement skills
Espionage: Controls skills that hinder enemy movement, kinda like traps
Two Weapon Fighting: (Omg, its bound to happen...)
Murderer Skills: Status Ailment Stuff, great fun
Weapon Types: Twin swords / axes / mixture
Class Role: Runner / One on One combat
kinda reminds me of a ranger though =/
oh well
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Jul 20, 2005, 05:55 AM // 05:55
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#5
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Ascalonian Squire
Join Date: Jun 2005
Location: Alabama
Guild: Some Nerds
Profession: R/Me
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I think something that could add alot to the game is something like a Lancer, the Final Fantasy Tactics kind.
They could get very strange and creative with something like that. The Mesmer of non-spellcasters.
Plus they looked kick ass.
Weapons are lances or course. Halberd, spear, and pike for variations of weapon attributes if they wanted a system like ranger's bows.
An attribute, jumping... I really have no idea how I would implement something like that (from FFT) into Guild Wars...
But thats also just the thing, the class would be very open to implement almost anything weird they wanted into. Doesn't have to be jumping.
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Jul 20, 2005, 06:04 AM // 06:04
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#6
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Krytan Explorer
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Quote:
Originally Posted by Speedy
Some sort of rogue will be nice.
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Personally I think R/Ws are pretty much spot on.
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Jul 20, 2005, 06:16 AM // 06:16
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#7
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Academy Page
Join Date: Jun 2005
Profession: N/W
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I have been thinking of a new class for some time now:
Rogue
Class: Damage/Tanker/Spy
Attributes: Stealth (Primary): -10% movement when activated, undecected
when behind enemy, environmental maneuverability
Espionage: Environmental traps that make the enemy weaker
Dual-Weapon Fighting: Rogues can choose to hold a shield, idol, etc. or
another weapon in their second hand
Murder: Start off with Stun abilities, but with a higher
level in this attribute, able to kill an enemy with
one hit behind it
Weapons: Daggers, Bows(first-person view), Throwing Knives, Training for other
weapons
Abilities: Environmental Maneuverability, Fast Casting
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Jul 20, 2005, 06:24 AM // 06:24
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#8
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Ascalonian Squire
Join Date: Jun 2005
Location: Alabama
Guild: Some Nerds
Profession: R/Me
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I don't really consider Rogue an 'idea' anymore for a class. Everyone wants it, and I have no doubt you'll get your sneaky black-wrapped rogue.
I'd like it myself.
But anything other than Rogues though??
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Jul 20, 2005, 06:27 AM // 06:27
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#9
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Grotto Attendant
Join Date: Jun 2005
Location: The Clouds
Guild: Scars Meadows [SMS]
Profession: Mo/Me
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Quote:
Originally Posted by Guild Master
I have been thinking of a new class for some time now:
Murder: Start off with Stun abilities, but with a higher
level in this attribute, able to kill an enemy with
one hit behind it
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8 rogues with murder: invincible
they need a new melee class
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Jul 20, 2005, 06:59 AM // 06:59
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#10
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Academy Page
Join Date: Jul 2005
Location: Ontario, Canada
Guild: Legendary Forge Masters
Profession: W/Mo
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Some sort of "Raider" Class would be cool. They specialize in delivering deadly attacks. They possess faster movement, hiding abilites and fatal blow skills, so it is ideal for them to use hit and run tactics in battle.
The Basics - In order to move as quickly as possible, Raiders do not wear heavy armor or use heavy weapons. They wear light agile armor that let's them pull off great manuvers in battle. Their Armor Rating would be around them same as the Ranger's Armor Rating (or less). For melee fights, Raiders can wear armor made of thin leather plates or scales. Sharp dressing raiders tend to wear a feather in their hat.
Weapons - Duel-Wielding is used by the Raider Class, and their weapon of choice would be Katars, Knives or Pin-Wheels.
Battle Strategy - Due to their weakness in Defense, Raiders should avoid being seen by their enemies when fighting. Raiders can hide until their enemy is near enough for a sudden surprise attack. They also have a good dodge rate so they are good for soloing certain Professions. In a party the Raider wouldn't be the first in line to attack up-front, but wait until the timing is right to jump in and unleash the swift,accurate flurry of blows delivered by the weapon you are using. They don't do as much damage with their normal attacks, but they make up for it in the constant speed in which they attack. (Kind of like having a constant Flurry skill on, but faster.)
Main Skills - Raiders possess skills that can inflict fatal blows, as well as hiding and camouflage. They also use Poisoning abilities, as well as special skills that increase their moving speed.
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Jul 20, 2005, 07:49 AM // 07:49
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#11
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Wilds Pathfinder
Join Date: Jun 2005
Location: USA
Guild: Xen of Onslaught
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I want a new melee class.
But not a rouge.
I like the Raider Class idea except for some things.
Dual Weilding: special weapons, not 2 15-22 fire Swords.
Should also be unaccurate but with a higher crit rate than warriors.
I would like to see a Conjurer class but since Necro raise minions its out of the question
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Jul 20, 2005, 08:14 AM // 08:14
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#12
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Jungle Guide
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Most of the rogue ideas are very close to combinations of Warrior, Mesmer, and Ranger. Personally, I'd rather see something like an Assassin from D2. It would have about 70 AL, but without the +armor bonus of a Ranger or Warrior. One tree could have high melee damage. Another would have lots of interesting utility spells and some ranged skills. A third would have buffs (it's surprising that we don't a large variety of buffs in this game; most enchantments are related to damage mitigation, healing, or energy management). I'm not sure what the primary attribute would be.
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Jul 20, 2005, 08:23 AM // 08:23
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#13
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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Some kind of faster run % would be good for that. As they are assassins, would be kinda stupid if they couldn't keep up with their fleeing enemy
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Jul 20, 2005, 08:24 AM // 08:24
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#14
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Frost Gate Guardian
Join Date: May 2005
Profession: Me/E
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Songmaiden/Bard
I don't know, I just see it as being a somewhat unique and enjoyable class. Granted, they'd pretty much specialize in "AOE" or Party Enchantments. Perhaps Adrenaline/Energy boosting, faster attacks, and the like. The "true" support class, or somesuch. I don't know. Granted, the voices would suck, but hey.
Or maybe even 'Disenchantments' for the entire enemy party would be neat too. I don't know. I just see these chars working on a very large level as far as who/what they effect
Last edited by Sir Maddox; Jul 20, 2005 at 08:59 AM // 08:59..
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Jul 20, 2005, 01:27 PM // 13:27
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#15
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Krytan Explorer
Join Date: Jul 2005
Location: Canada! eh!
Guild: ~none~
Profession: W/Me
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lol thats sounds like the bard of ff11
but yeah I like the idea of the bard and the raider.
well on the good side, atleats GW class combination is not sa restricted as other mmorpg.
urg in ff11 you could not mixe war blackmage. in gw atleats it can be a much beter combination =D
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Jul 20, 2005, 01:59 PM // 13:59
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#16
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Jungle Guide
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Quote:
Originally Posted by Gearfire
I think something that could add alot to the game is something like a Lancer, the Final Fantasy Tactics kind.
They could get very strange and creative with something like that. The Mesmer of non-spellcasters.
Plus they looked kick ass.
Weapons are lances or course. Halberd, spear, and pike for variations of weapon attributes if they wanted a system like ranger's bows.
An attribute, jumping... I really have no idea how I would implement something like that (from FFT) into Guild Wars...
But thats also just the thing, the class would be very open to implement almost anything weird they wanted into. Doesn't have to be jumping.
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I second this idea.
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Jul 20, 2005, 03:34 PM // 15:34
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#17
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Ascalonian Squire
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How about a class called a Disciple:
Melee combat with NO weapons, Just fists(both, so faster attacking)
The class would have low armor, but could deal out damage pretty quick.
Skills would be:
(Primary) Inner Chaos (Gives + % to Elemental damage from Melee Attack)
Skills such as:
Cinder strike(Knocks down foe, If already knocked down causes burning)
Martial Arts (For Martial Arts Skills)
Skills such as:
Round Kick
Jump Kick
Uppercut
Pure Thought (Pure thought abilitues)
Skills such as:
Mind Echo (requires 20 E, drains all energy, gives entire party +1 E regen for X seconds, but for X seconds you recieve -Y Regen)
Thought Enhancement (Other ally: 20E, for X seconds other ally gets a skill boost of 1 to all skills for X seconds(Can boost above MAX Value)
Evasiveness (Gives + % to dodge melee and elemental attacks)
Skills such as:
Adreniline Boost (gives X seconds of spell dodging to self)
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Jul 20, 2005, 03:39 PM // 15:39
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#18
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Frost Gate Guardian
Join Date: Jun 2005
Location: Michigan
Profession: W/Mo
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Martial Artist
Melee Class
Attributes- Primary: Toughness - each point increases your armor level by 5% of the current level of the armor you're wearing (12 points + 60 AL armor: 60 * 1.6 = AL 96)
- Agility - each point increases your chance to evade attacks and score critical hits by 2% (12 points: 24% increase)
- Mental Focus - each point decreases the length of all hexes placed on you by 4% (12 points: 48% decrease)
- Speed - each point increases your attack rate by 4% (12 points: 48% increase)
Skills- Stone Bones - Toughness - for 5-10 seconds you shrug off 1-5 damage from every attack against you
- Shock and Awe - Agility - the next attack on your targeted foe will be critical, if they were attacking they will become dazed for 1-5 seconds
- Psy Shield - Mental Focus - the next hex attempted to be placed on you will be blocked and the attacker's skill disabled for an additional 5-10 seconds over the recharge time
- Bullet Time - Speed - for 5-10 seconds your current attack rate is doubled but you do 66% damage
Weapons
A martial artist's hands and feet are lethal weapons. Gloves and footwear would be the logical choice. An example would be Claws of the Tiger that convert your normal blunt damage to slashing damage.
Armor
Something similar to a Monk's armor: made of cloth, light weight and doesn't restrict movement. In conjunction with Toughness it should match the armor level of a warrior as martial artist's will be located on the front lines alongside them.
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Just an idea.
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Jul 20, 2005, 04:21 PM // 16:21
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#19
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Academy Page
Join Date: Jun 2005
Location: Texas
Guild: Knights of the Alliance - KoA
Profession: Mo/W
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Boy, that Martial Artist would be so overpowered..
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Jul 20, 2005, 04:58 PM // 16:58
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#20
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Frost Gate Guardian
Join Date: Jun 2005
Location: Michigan
Profession: W/Mo
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Well, tweak as necessary of course. You get the idea though.
It seems Gauge Ironfist and I are in the same book if not on the same page.
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