Jul 27, 2005, 07:40 AM // 07:40
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#1
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: Woot Loops
Profession: E/N
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New class ideas! Post your own
Well it seems many people are intrigued by the idea of new class and character builds.
I would love to see classes that break away from the normal ideas of character builds.
Its hard to conjure a character class and still make him as equally balanced as the others.
So heres mine.
-Engineer-
This character would have skills like old fashioned proximity mines and ranged propelled weapons. couldnt go too much into detail with this.
-Jester-
This guy could have an array of different armors based on different types of jesters, such as harlequin armor, which could give resistance against weakness. He would have skills that would alter the targets ability to play. Skills like, when cast, gives the targets screen that drunk off ale effect and makes them unable to attack for certain amount of time.
another skill could be "compass confusion" where the targets walking controls switch around at random for a period of 10 secs. Those all seem PVP i know, but I have others.
One could make opponants deal damage to allies. Another could make opponants sit down randomly, I call it "dizzy"
I think the Jester build has plenty of possibilities.
______________________________
So I know plenty of you have ideas, feel free to post them
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Jul 27, 2005, 07:52 AM // 07:52
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#2
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Frost Gate Guardian
Join Date: May 2005
Location: New Mexico
Guild: Mas Chingon [VATO]
Profession: R/N
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-Crusader-
Similar to a warrior. This guy doesn't have real heavy armor, but he can attack quick as most of his primary skills would be based on stances. His primary weapons could be Maces, Lances, or Pole-arms. He could also have certain enchantments that help out team-mates within a certain area. Another possibility for a similar type of class would be a Samurai. Same basic premise, only instead of maces etc, he uses two handed swords or staffs.
-Summoner-
This character summons elementals or golems to fight for him. He has some damage redirection and reduction skills as well to help maintain his minions.
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Jul 27, 2005, 07:59 AM // 07:59
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#3
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: Woot Loops
Profession: E/N
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-Duel Weilding Assassin-
This characer would have no shield, would move 10% faster than other builds, and would duel weild two different one handed weapons. The balance to this is, each weapon would do 45% less dmg. But combined thats still 110% weapon dmg. So its like a weapon and then some. Lower armor AI than warriors. Skill would include evasive techniques, where the player would be given health or energy for each successful dodge or evade while under the spell.
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Jul 27, 2005, 08:07 AM // 08:07
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#4
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Banned
Join Date: May 2005
Profession: Mo/W
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Quote:
Originally Posted by suzumebachi
-Summoner-
This character summons elementals or golems to fight for him. He has some damage redirection and reduction skills as well to help maintain his minions.
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i like that idea. i love minions, but it's hard to get that many.
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Jul 27, 2005, 08:10 AM // 08:10
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#5
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Frost Gate Guardian
Join Date: May 2005
Location: New Mexico
Guild: Mas Chingon [VATO]
Profession: R/N
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Quote:
Originally Posted by Nizzim
-Duel Weilding Assassin-
This characer would have no shield, would move 10% faster than other builds, and would duel weild two different one handed weapons. The balance to this is, each weapon would do 45% less dmg. But combined thats still 110% weapon dmg. So its like a weapon and then some. Lower armor AI than warriors. Skill would include evasive techniques, where the player would be given health or energy for each successful dodge or evade while under the spell.
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the 10% faster thing would be way too strong. and probably 80% of these boards (including myself) are vehemently opposed to dual wielding. :/
still open to the idea itself though i suppose if it could truly be balanced.
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Jul 27, 2005, 04:23 PM // 16:23
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#6
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Frost Gate Guardian
Join Date: May 2005
Location: cali, usa
Guild: The Samurai Demons
Profession: Mo/W
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assasins dont need dual wield
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Jul 27, 2005, 04:27 PM // 16:27
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#7
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Frost Gate Guardian
Join Date: May 2005
Location: Illinois
Guild: House Nightshade
Profession: R/Mo
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I love the Jester and Summoner ideas.
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Jul 27, 2005, 04:40 PM // 16:40
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#8
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Summoning would be better for monks and maybe elmentalists should get elemental summons.
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Jul 27, 2005, 05:42 PM // 17:42
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#9
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: Woot Loops
Profession: E/N
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Duel weilding wouldnt have much of an advantage, but youd be able to put like an axe and a sword, itd be pretty cool
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Jul 27, 2005, 05:46 PM // 17:46
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#10
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Ascalonian Squire
Join Date: Jun 2005
Guild: Heroes of Order
Profession: N/Me
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i would love to see a dual-wield class in GW
lots of damage, but lots of danger to the character as well.. and the skimpy armour the designers keep making might even be appropriate for it because the armour would need to be light, to allow them to move and attack swiftly. no shield, would leave them vulnerable. i think that fine line would be exciting to walk.
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Jul 27, 2005, 05:58 PM // 17:58
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#11
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Lion's Arch Merchant
Join Date: May 2005
Location: Zaragoza, Spain
Guild: [ODL]
Profession: E/Mo
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I think Final Fantasy Tactics has some good ideas:
Mime:
Some kind of a whole set of skills to completely mime bosses. I know this can be bad sometimes, so give him some mesmer-like skills too xD.
Lancer:
Melee from the distance, his weapons are spears, he can use elementals within the melee attacks (in a limited way, not doing the same amount as eles of course)
Thief!:
Fast attacks with knives, steal gold, exp, skill points, weapons/artifacts or something from the inventory (since armor is personalized its pointless to steal this, and could piss a lot of FoW armor owners ). Make the chance very low or this could end being a getto...
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Jul 27, 2005, 06:00 PM // 18:00
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#12
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: Woot Loops
Profession: E/N
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exactly.
That balance between damage giving and taking
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Jul 27, 2005, 06:06 PM // 18:06
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#13
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Wilds Pathfinder
Join Date: Jul 2005
Profession: W/
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i think thiefs/assassins/rogues would be far to strong. they blend skill from ranger and warrior class, yet they can still pick a second profesion. so i object to them.
and i like summons, but its basically just taken from the idea of a rangers pet and a necros ability to summon a unlimited amount of minions
edit: engineer=ranger with traps
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Jul 27, 2005, 06:10 PM // 18:10
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#14
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: Woot Loops
Profession: E/N
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Quote:
Originally Posted by carnivore
i think thiefs/assassins/rogues would be far to strong. they blend skill from ranger and warrior class, yet they can still pick a second profesion. so i object to them.
and i like summons, but its basically just taken from the idea of a rangers pet and a necros ability to summon a unlimited amount of minions
edit: engineer=ranger with traps
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Yeah i know the engineer idea just came to me with little to no thought.
But meh, its tougher to think of these than expected
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Jul 27, 2005, 06:29 PM // 18:29
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#15
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Lion's Arch Merchant
Join Date: May 2005
Location: Zaragoza, Spain
Guild: [ODL]
Profession: E/Mo
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Quote:
Originally Posted by carnivore
i think thiefs/assassins/rogues would be far to strong. they blend skill from ranger and warrior class, yet they can still pick a second profesion. so i object to them.
and i like summons, but its basically just taken from the idea of a rangers pet and a necros ability to summon a unlimited amount of minions
edit: engineer=ranger with traps
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So I said to make the chance to steal very low, lets say 2% with gold (in amounts of 50g) and exp (in amounts of 20xp) and 1% for weapons. If you have a VERY valuable weapon and you face a thief, you better unequip it
That said, you wont be able to steal from inventory of course
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Jul 27, 2005, 06:40 PM // 18:40
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#16
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Wilds Pathfinder
Join Date: Jul 2005
Profession: W/
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so i suggest just a new skill that steals. but lowering it to 2-1% makes it a stupid waste of a skill slot in my opinion.
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Jul 27, 2005, 06:47 PM // 18:47
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#17
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Frost Gate Guardian
Join Date: May 2005
Profession: W/E
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Nephelhim:
a race of half human-half demons. i would be a lil difficult to come up with an entire set of skills but I would say they would be inherantly magickal and therefore should beging with a higher rate of energy.
Their magick would be dark or chaotic magick with the ability to possess foes to work on his/her behalf for a limited amount of time.
would be able to conjure minor demons.
would be able to teleport to just outside the area of effect to avoid large numbers of enemies.
would be allowed to use only swords as a main weapon.
.....the right people ( or I, if I had more time ) could come up with alot to do with a class like this.
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Jul 27, 2005, 07:57 PM // 19:57
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#18
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Ascalonian Squire
Join Date: Jul 2005
Guild: TeamHoax
Profession: W/Mo
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I think some sort of theif or rogue type character that has a primary attribute to make his aggro circle a little smaller each point into it, or a skill that minimizes the aggro for a short while with a long recharge time to even it out a bit, but I know that would make it a lot easier to do droknar or any other run and chest farming, and Anet wouldn't like anymore of that. I still hate getting aggroe'd by any lvl monster though when I'm just trying to walk anywhere.
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Jul 27, 2005, 08:45 PM // 20:45
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#19
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: Dignity Glory Strength [DGS]
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Quote:
Originally Posted by silverstein
I think some sort of theif or rogue type character that has a primary attribute to make his aggro circle a little smaller each point into it, or a skill that minimizes the aggro for a short while with a long recharge time to even it out a bit, but I know that would make it a lot easier to do droknar or any other run and chest farming, and Anet wouldn't like anymore of that. I still hate getting aggroe'd by any lvl monster though when I'm just trying to walk anywhere.
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That's a very interesting idea. I'm not sure about the viability of it (as you said), but it's certainly creative.
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Jul 27, 2005, 08:47 PM // 20:47
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#20
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Krytan Explorer
Join Date: Jul 2005
Profession: R/Me
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how bout creating the opposite side of the coin. How bout creating the game from the Charr perspective ... same basic character classes, with missions countering the humans missions ... but eventually leading to the same place.
A thief character would be kewl but kinda against what GW is trying to do which is stop the stupidity that (sometimes) comes with MUDs is the fights over nothing. If a thief steals from you and you catch him you should be able to fight him, and you can't do that in cities, alot of programming there.
The summoner sounds good and while it might make more sense to split between monk and ele it would provide a whole character class with completely different abilities.
How about a demonic class that allows something close to possession or charm person.
Subsets of the current classes such as crusader or paladin in PVE instead of just PVP would make it a little more interesting.
Creation of new weapons would be nice. there should be two handed swords/axes and one handed hammers to round it off. Crossbows would be AWESOME! You could also make very small second hand weapons such as daggers, that are kinda a cross between weapons and focus items, not giving the full ability of either, but a little bit of both, second attack at -**% damage but also a bonus to energy or energy regen or something of the sort. A spear would be hard to do, as well as throwing hammers, but would be kewl.
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