Concept Class - Thief / Rogue / Espionagist

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Thief / Rouge / Espionagist


PREMISE:

Stealth is the main game for a primary Thief. Stealth enables a thief to make the first attack, get into desirable locations, and even escape from harm. (see more below on balancing issue with stealth). A primary Thief is also not an attacker. While few skills in Gambling offer nice damage, there is always a risk associate with them. However, they excel in de-buffing their opponent, and distracting them. They can play very well of a role of “Subtle Supporter”, that would aid your ally (or your secondary proff) to make the kill. Spycraft also offers skills that could be devastating when use against opponent team.


Appearance:
The usual thief like outfit, with hoods and cloak.

Armor:
Around 55 to 65AL, 25 energy, 3 regen. Other bonus include enable to stay in stealth longer, increase chance of evade, and even move 10% faster.

Weapon:
Thief actually don’t have any weapon attributes, or skills link to weapons. Usually they would need to depend on their secondary profession for weapon damages. However, a new weapon type is introduce for them.

Knife: A single hand weapon that is like a dagger or short sword. Have a more varying damage, something like 4-24 slash, and same attack speed as that of dagger. The requirement will link to Stealth and Thievery Attributes.


SPECIAL CONCEPT:

-Stealth-Stealth, one of those forbidden words in suggestion forum (like guns or level cap). But before you jump to the conclusion that it would be overpowering to have an invisible guy killing you, read on for balance.

You enter a Stealth or Hidden mode upon use of skills. Unless specific the change by skills, several rules follow:
  • -When in Stealth, your character will become complete invisible to enemy foe, and a transparent shadow to your ally. You will also not show on enemy’s radar, nor can be found by Ctrl.
  • -Your movement is slow down to walking speed (by 50%)
  • -You will be prematurely force out of stealth if you attack, use skills (unless they are Silent Skills), take damage, and in some cases, move. (this will be depended on what skill you use to get into stealth). You will still remind in stealth when casting skills.
  • -The effect of enchantment or hex will still be shown even while you are stealth. So is carrying an object. (you would see a flag moving in air)
  • -When you first enter stealth, all creature that is targeting you will be “broken off” (they will loose their target) However, a stealth character can still be targeted by leaving the mouse selector on them for some period of time (2 seconds). Thus you can still target them if you know where they are (or guess where they are), or can be found by “Scanning” the empty space.

Also there is a special rule that apply to all Stealth skills that is call Prolong. Upon using any stealth skills, it will increase the Recasting time of ALL equipped stealth skills by T seconds (this number will stack), thus the more you use in short time frame, the longer wait you will have to use another stealth skill.
  • -If you use Become Hidden, you can use that skill next time in 45 seconds.
  • -If you use Become Hidden instantly follow by Instant Hide, and you will need to wait 60 second before Become Hidden are usable again. And if you do, It will make Instant Hide’s recharge time now up to (45+35 = 80seconds) after it was first cast.

This extended recharge time will go away after the time run up, and if nothing new stack on to it. This is to avoid people who would Hide in a PvP game endlessly.

As can see, Stealth is not that much powerful. Its use come more as a way for you to move your character into desire position before making the first blow (which require good timing and strategy, else you could still be easily detected), rather than stealth kill.

See the skills for more detail.

And potential issue of Stealth Run could be address by giving some mob anti-stealth skills or creature ability, and/or with use of Gates or Guardians blocks.


ATTRIBUTES

Stealth (Primary): For each points in this attribute, you have 1% of evading incoming attack. Also effect the skills relating to Stealth.

Gambling: Chance base skills that does offensive damage, defensive stance, or team-ally support.

Thievery: Skills that de-buff enemy while buffing self. (NOTE: you will not actually steal any item or gold from another player, so there will never be any item lost)

Spycraft: Various of skill that hinder and sabotage opponent team’s strategy and coordination, as well as use for scouting and revealing. (special thanks to CryingWolf for inspirations, as well as suggesting various part of this attribute)

SKILL EXAMPLES

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

Stealth (Primary)

Become Hidden
10e | 2c | 30r: (Stealth Skill)
You become Stealth for the next 6…12 seconds. This skill will end if you Attack or use any non-silent skills. All carried Stealth skill’s recharge time increase by 15 seconds. This is easily interruptible in casting.

Silent Killer
15e | 3c | 40r: (Stealth Skill)
You become Stealth for the next 6…12 seconds. This skill will end if you use any non-silent skills, you can still attack. All carried Stealth skill’s recharge time increase by 20 seconds. This is easily interruptible in casting.

Still as a Tree
10e | 3c | 30r: (Stealth Skill)
You become Stealth for the next 12…24 seconds. This skill will end if you Attack, Move or use any non-silent skills. All carried Stealth skill’s recharge time increase by 15 seconds. This is easily interruptible in casting.

Instant Hide
15e | 1/2c | 35r: (Stealth Skill)
You become Stealth for the next 4…10 seconds. This skill will end if you Attack, Move or use any non-silent skills. All carried Stealth skill’s recharge time increase by 15 seconds.


Shadow Run
5e | 1c | 30r: (Silent Skill)
Can be use only if in Stealth. You move 25% faster for T seconds. Effect end if the current stealth ends.

Silent Blade
5e | 1c | 20r: (Silent Skill)
You will remained in Stealth when use this skill. Attack target foe for X more damage.

Quite Healing
10e | 1c | 45r: (Silent Skill)
Can be use only if in Stealth. You gain +X arrows of HP Regen for T seconds. Effect end if the current stealth ends.

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Thievery

Steal Body Armor
10e | 3c | 30r:
This is easily interruptible in casting, and must apply at melee distance. For 8…16 seconds, target foe’s body armor AL is decrease by 75%, and you gain 50% of AL equal to their body armor’s AL. It will also strip all effect of Runes that is on the body armor for the duration.

Steal Weapon
10e | 3c | 30r:
This is easily interruptible in casting, and must apply at melee distance. For 8…16 seconds, target foe’s current equipping weapon’s attack power decrease by 75%, and your attack power increase by 50% of that amount. (This only effect the currently equipped weapon, so the opponent can still change to a different weapon with 100% usage)

Steal Skill
15e | 1c | 40r:
This is easily interruptible in casting, and must apply at melee distance. Interupte Target Foe’s current casting skills. For the next T seconds, this skill will be replace by what your interrupted, and target foe can not use that skill for the duration.


Steal Life
10e | 3c | 35r:
This is easily interruptible in casting, and must apply at melee distance. For T seconds, target’s max HP is decrease by 25%, and your max HP is increase by that amount.

Steal Energy
10e | 3c | 35r:
This is easily interruptible in casting, and must apply at melee distance. For T seconds, target’s max Energy is decrease by 25%, and your max Energy is increase by that amount.

Steal Enchantment
15e | 3c | 35r:
This is easily interruptible in casting, and must apply at melee distance. For T seconds, you stripe target foe of an enchantment, and you gain the effect of that enchantment for the duration.

Steal Condition
5e | 1c | 20r:
This is easily interruptible in casting, and must apply at melee distance. You remove 1…3 conditions from target foe and apply to your self, with the same reminding duration. You gain X HP for each condition you stolen.
(good if you can time it right, and steal a condition with 1 or 2 second remind, and get heal from it)

Nimble Finger
5e | 1c | 25r:
For next 5 seconds, you will not be interrupted on your next casting Steal skill.

Tight Strap Equipment
5e | 1c | 30r:
For next 30 seconds, your equipment are immune to be Steal skills.

Needle Purse
10e | 1c | 25r:
For next T seconds, whenever you use a Steal skill, it will also damage target foe for X damage. If any foe uses a steal skill against you, it will do Y damage back at them.

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Gambling

Coin Flip
5e | 1c | 20r:
You have 50% of doing X damage to target foe, but with 50% of doing Y damage to your self. Must be applying at melee distance.

Seven Card Draw
10e | 2c | 5r:
You randomly apply one of 7 effects to the target foe. Bleed, Weakness, Cripple, Poison, Knockdown, Heal for X HP, and Gain Y energy.
Five Card Pick
15e | 2c | 15r:
You randomly apply one of 4 effects to the target ally. Heal for X HP, Increase 25% movement, gain Y energy, Cure 1 condition, or None.

Spiker’s Roulette
25e | 2c | 35r:
You will randomly do 5, 10, 20, 40, 80, or 160 damage to the target foe. This skill must be cast at melee’s distance, and can easily be interrupted.

Healing Dice
15e | 3c | 30r:
You will heal a target ally for 20, 40, 60, 80, 100, or 120 health.

Dual Bones
15e | 2c | 20r:
Roll Twice. You will heal yourself /or damage target foe, for, 10, 20, 30, 40,50, 60 health/damage.


Intimidating Buff
5e | 2c | 10r:
Attack target foe with 140…200 damage. But 3 seconds later, target foe is heal back the same amount. This skill can not reduce target’ foe’s hp down to more than 25% of its Max.

Stone Face
5e | 1c | 20r:
For the next 4…8 seconds, all attack damage done to you will be shown as 0. After 4…8 seconds, the total damage received in previous time period is applied back to you. This skill can not use if your HP is less than 25% of your max.

Fortuna’s Smile
15e | 2c | 30r:
For the next T seconds, all spell cast against you have 10…30% chance to fail.

Lady’s Blessing
10e | 2c | 30r:
For the next T seconds, you have 10…50% chance of evading attacks.


Soldier’s Luck
10e | 2c | 45r:
For the next T seconds, you have 5…35% chance on your attack to do double attack (attack twice)

Lucky Star
10e | 1c | 30r:
On your next gambling skill, you will have increase 25% chance where it will do a “winning” (or effect that is in your favorite)

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Spycraft

Body Double
10e | 1c | 25r:
Create a Body Double that last for T seconds that will run and attack enemy, but doing no damage. The Body Double will look exactly like you, but only have 50…160 HP.

Sacrificing Double
10e | 1c | 20r:
Create a Immobile Body Double. All targets that were target at you would be redirect to the Double.

Player’s Insight
5e | 1c | 10r:
Reveal all of target’s foes currently equipped skills to you. Must be cast at nearby distance range.

Mask Out
10e | 2c | 15r:
Hide the Icon of target foe’s skill bar (it can still be use, but you just won’t see the icon) for 4…8 seconds. Must be apply at nearby distance range.

Revealing Eyes
10e | 2c | 20r:
For 8…12 seconds, you are able to see enemy Stealth creature and Traps within visible area, and can target them with out time delay.

Trap Breaker
5e | 2c | 15r:
Disable all traps at nearby range. This still is easily interrupted when casting.

Ex-Communication
5e | 2c | 30r:
Block target foe from able to communicate with his/her teammates (by typing) for T seconds. Also reduce the effect of any healing or enchantment spell that target would receive from his/her teammates.

Dummy Item
10e | 3c | 30r:
Create a Dummy Item (flag, gear, chest, etc) on the ground. Any foe that come near it will receive X fire damage (like a trap). This skill is easily interrupted when casting.

Spy Glass
5e | 1c | 20r:
Increase the range of the radar for 20 seconds.

Change Team
10e | 3c | 30r:
For T seconds, enemy foes have 33% of missing when attacking you. It also change your color on the Radar to your opponent team’s color.

Uncertain Terrain
15e | 2c | 30r:
For T seconds, black out target foe’s Radar screen, that they can see nothing, and also their Ctrl function. Target foe also have their attacking skills recharge time increase by T.

Smoke Screen
15e | 2c | 30r:
Create a Smoke Screen at your current location that last for T seconds. All creatures, ally or foe, within in the area of effect (distance of a ward), will have 50% to miss when attacking or using an attack skill, and 50% to evade attack or attack skills.

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WEAKNESS
Thief would actually be a very hard class to play. A lot of their skill need to be apply at close range, and can easily be interrupted; therefore, usually they need to depended on another teammate to take the hits, while they secretly do their thing. Stealth, if can pull off properly, would allow the first-attack advantage, and would be good to use in conjunction with Steal skills, Traps, or other long casting spells. However, getting to where you want with Stealth well be harder than you think (with 50% movement decrease and short amount of time, as well as the low armor). In many cases, you would need to depend on your allies, or your secondary, for support or damage.

Design note: This actually would be about my Thief v2.5, as there were various previous draft about. Somehow just got the urge to revise it again. It think it should be unique enough to have a role of its own.

Reviews would be appreciated (your chance to get back at me... ), feel free to point out any possible balancing issue that need to be adress. Thanks for reading.

D&D:SOM Thief

http://www.misersoft.com/gca/gallery/sjgames/thief.gif

http://fursuit.timduru.org/dirlist/O...ot%20lucky.jpg

http://upload.wikimedia.org/wikipedi...fd/Daggers.jpg


CC-LIST-STICKY
CC-LIST


Rikimaru

Rikimaru

Wilds Pathfinder

Join Date: Dec 2005

R/

I Was going to give my Rogue CC stealth too at first, but the problem with stealth isn't that it's overpowered, the problem is that it's useless. It's probably the same reason they changed their minds on giving Assassins stealth. In combat, just teleporting up to the person is far more effective than sneaking up on them.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Quote:
Originally Posted by Rikimaru
I Was going to give my Rogue CC stealth too at first, but the problem with stealth isn't that it's overpowered, the problem is that it's useless. It's probably the same reason they changed their minds on giving Assassins stealth. In combat, just teleporting up to the person is far more effective than sneaking up on them.
Actually.. Ranger was suppose to have the Stealth Primary.
I don't think it is useless. Teleporting and rushing up to your enemy is good, but stealth up to a enemy allow you better time to set up your attacks. It also have defensive function, and would would be better use for PvP than PvE. It should be design so that it is usless if your oppent have experience in countering them, or player lack the strategy to use them.

Rikimaru

Rikimaru

Wilds Pathfinder

Join Date: Dec 2005

R/

Well, if you want it to have stealth, then I can tell you how I was planning on having it work before I decided against it, and you can take whatever ideas from it that you might need.

I Was going to have it so that while you are in stealth; you become 75% transparent (maybe a little more), you don't show up on any enemy radars, you don't show up with alt/ctrl, you move at your normal speed, any attacks you perform while in stealth are automatic critical hits, and you will be forced out of stealth if anyone even attempts to hit you with an attack (including indirectly targetted AoEs that you're in range of). And your aggro range is reduced by 1/3, and if you come up on a monster from behind it can't spot you at all.

I'm sure you can do better than the idea I just gave though.

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

hmm this is a cool cc, nice job action jack

Rikimaru

Rikimaru

Wilds Pathfinder

Join Date: Dec 2005

R/

Oh my god, I can't believe I didn't catch on before. The purpose of the class isn't to do damage, it's to sneak around the other group, messing them up really bad without actually harming them much. Stealth does make sense then. And you're way of having it work right now is much better than anything I mentioned.
That's a pretty good class if I have it right.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Quote:
Originally Posted by Rikimaru
Oh my god, I can't believe I didn't catch on before. The purpose of the class isn't to do damage, it's to sneak around the other group, messing them up really bad without actually harming them much. Stealth does make sense then. And you're way of having it work right now is much better than anything I mentioned.
That's a pretty good class if I have it right.
Glade you can see the light, Hallelujah!
(just kidding)

Yes, they are not a damage dealer, thought you can always cross them with a damage dealing profession. I like the stealing buff/de-buff ablity, and stealth would really help to make them more useful.

Thxs for the review.

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

Yes, this would be quite a new way for guild wars, to actually have a class that can be useful, yet does not heal and it not primarly for damage, new world order!!!

Jin Of Stealth

Academy Page

Join Date: Jul 2006

Elite Misfits United

N/Mo

Well, I'd very much like to see this class in the future! Although the weapon of a knife is too similar to daggers. I think he should have like claws strapped around the wrists for a weapon. All I know is one thing: Thief primary+Assassin 2ndary=Sneaky pwnage!

unknown1

Krytan Explorer

Join Date: Jun 2005

Mo/

some would be hard to implement i think like steal weapon (i think it should affect all weapons) so its kinda like a hex but a skill like Spectral Agony so u cant remove it =)

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Some addtional skills to bump.

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Stealth:

Backstab
5e | 1c | 20r:
Your next attack will do 12…34 more damage if target foe is currently not targeting you.

Sneak Attack
10e | 2c | 15r:
Your next attack does 8…24 damage. If target is not moving, this attack will do 12…24 more damage.

Weakpoint Striker
10e | 4c | 40r:
You deal 8…120 shadow damage to touch target foe. This skill is easily interruptible when casting.

Hush Blackjack
15e | 2c | 15r: Silent
Can only be use when in Stealth. This deal 12…24 damage and Knock Down to target foe at melee distance. All carried Stealth skill’s recharge time increase by 10 seconds.
(this is also count as a stealth skill, where its recharge time will also increase with each Stealth Skill use.)

Leave No Evident
10e | 2c | 40r:
For the next 30 seconds, each time a nearby enemy foe dies, it reduce the Additional Recharged time of your carried Stealth Skill by 4…8 seconds.


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

Thievery

Steal Eyesight
10e | 2c | 30r:
This is easily interruptible in casting, and must apply at melee distance. For 6…12 seconds, target foe is Blind, and your attack cannot be Evaded or Miss.

Steal Boot
10e | 2c | 30r:
This is easily interruptible in casting, and must apply at melee distance. For 8…16 seconds, target foe’s leg AL is decrease by 75%, and is crippled. You move 25% faster in duration.

Hex Trader
15e | 1c | 30r:
This is easily interruptible in casting, and must apply at melee distance. You remove all Hex on target foe. For each Hex you remove, you apply a new “Delay Pain” hex on them, which will do 12…24 damage on them 10 second later. (this damage is stackable, depend on how many of them you have)

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Gambling

Gold Rush
10e | 2c | 15r:
You deal randomly 2, 4, 8, 16, 32, or 64 shadow damage to all nearby foes.

Blindfold Marry
10e | 2c | 10r:
When cast, there is a 33% chance that target foe be blind for 6..12 seconds, a 33% that you be blinded for the next 12…6 seconds, and 33% that this skill fails.

Gambler’s Escape
15e | 1c | 15r:
When cast, there is a 33% chance that it will make you Stealth for 6..12 seconds, 33% chance that will make you run 25% faster for 6..12, or 33% chance that it will make you move 33% slower for 12…6 seconds

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Spycraft:

False Disguise
5e | 1c | 20r:
Disguise your self as the same appearance as the target touch creature or corpuses (ally or foe) for 8…24 seconds. Your disguise ends if you attack, use any none-Silence skills, or take damage.
(When disguised, your mini-map dot will shows the same as the touch creature you disguised as. For PvE, will be treated similar to that of stealth. You can still be selected and targeted, and you name will not change.)

Deadly Poison
5e | 2c | 6r: Silent Skill
Apply Poison onto target foe for that would last for 6…12 seconds. This skill must be use at touch distance, and is easily interrupted when casting.

Eavesdropping
5e | 2c | 30r:
Allow you to read into opponent team’s chat. Also decrease your Aggro bubble by 20%. Last for 30 seconds.

Bootlace Knot
5e | 2c | 20r: Silence
You apply Cripple to target for that last for 8…16 seconds. Must be target at touch distance.



Disguised and Back stab from Condor's helpful suggestion.
Hush Blackjack suggested by lissar

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

backstab might have a problem, i can target people.. well the whole team could potentially target the whole other team, still nice skills.

Rikimaru

Rikimaru

Wilds Pathfinder

Join Date: Dec 2005

R/

There was probably already a skill like this on there, but I'll give the suggestion anyway:

Turncoat (E): 15e cost, 2s cast, 45s reset.
Must be in stealth. Exploit target foe's corpse and bury it (becomes invisible but can still be "moused-over"). Take over that enemies name and appearance, and appear non-hostile to it's allies untill you successfully take damage.

Kai Nui

Kai Nui

Desert Nomad

Join Date: Aug 2005

Behind you with a knife

Celebrity Gangsters [FamE]

Me/

Quote:
Originally Posted by actionjack
Thief / Rouge / Espionagist


PREMISE:

Stealth is the main game for a primary Thief. Stealth enables a thief to make the first attack, get into desirable locations, and even escape from harm. (see more below on balancing issue with stealth). A primary Thief is also not an attacker. While few skills in Gambling offer nice damage, there is always a risk associate with them. However, they excel in de-buffing their opponent, and distracting them. They can play very well of a role of “Subtle Supporter”, that would aid your ally (or your secondary proff) to make the kill. Spycraft also offers skills that could be devastating when use against opponent team.

I am liking Gambling, but I don't see how Stealth is worth a primary attribute, what inherent effects does it have? Enables them to make the first attack? I don't see how that works. When I read later on I made a new comment.

Appearance:
The usual thief like outfit, with hoods and cloak.

Armor:
Around 55 to 65AL, 25 energy, 3 regen. Other bonus include enable to stay in stealth longer, increase chance of evade, and even move 10% faster.

So their armor can do all these things that should be on weapons? Also, 10% faster speed is even more unbalancing.

Weapon:
Thief actually don’t have any weapon attributes, or skills link to weapons. Usually they would need to depend on their secondary profession for weapon damages. However, a new weapon type is introduce for them.

Umm... Riiight. Even mesmers have their own pathetic roman candles.

Knife: A single hand weapon that is like a dagger or short sword. Have a more varying damage, something like 4-24 slash, and same attack speed as that of dagger. The requirement will link to Stealth and Thievery Attributes.

Inconsistancy? So they do have a weapon afterall and it's stronger than a warrior's sword nearly as strong as an axe. Fast as a dagger but does much more damage than a dagger? Yet they have no offhand... Well I guess that's what you have a secondary for...

SPECIAL CONCEPT:

-Stealth-Stealth, one of those forbidden words in suggestion forum (like guns or level cap). But before you jump to the conclusion that it would be overpowering to have an invisible guy killing you, read on for balance.

You enter a Stealth or Hidden mode upon use of skills. Unless specific the change by skills, several rules follow:
  • -When in Stealth, your character will become complete invisible to enemy foe, and a transparent shadow to your ally. You will also not show on enemy’s radar, nor can be found by Ctrl.
  • -Your movement is slow down to walking speed (by 50%)
  • -You will be prematurely force out of stealth if you attack, use skills (unless they are Silent Skills), take damage, and in some cases, move. (this will be depended on what skill you use to get into stealth). You will still remind in stealth when casting skills.
  • -The effect of enchantment or hex will still be shown even while you are stealth. So is carrying an object. (you would see a flag moving in air)
  • -When you first enter stealth, all creature that is targeting you will be “broken off” (they will loose their target) However, a stealth character can still be targeted by leaving the mouse selector on them for some period of time (2 seconds). Thus you can still target them if you know where they are (or guess where they are), or can be found by “Scanning” the empty space.

[FONT="Arial Black"]So you consider that to be balanced? I'm not going to get hung up on this, but you could simply avoid death by becoming invisible. If I was at 1 health and I used stealth then you couldn't kill me.[FONT]

Also there is a special rule that apply to all Stealth skills that is call Prolong. Upon using any stealth skills, it will increase the Recasting time of ALL equipped stealth skills by T seconds (this number will stack), thus the more you use in short time frame, the longer wait you will have to use another stealth skill.
  • -If you use Become Hidden, you can use that skill next time in 45 seconds.
  • -If you use Become Hidden instantly follow by Instant Hide, and you will need to wait 60 second before Become Hidden are usable again. And if you do, It will make Instant Hide’s recharge time now up to (45+35 = 80seconds) after it was first cast.

This extended recharge time will go away after the time run up, and if nothing new stack on to it. This is to avoid people who would Hide in a PvP game endlessly.

As can see, Stealth is not that much powerful. Its use come more as a way for you to move your character into desire position before making the first blow (which require good timing and strategy, else you could still be easily detected), rather than stealth kill.

See the skills for more detail.

And potential issue of Stealth Run could be address by giving some mob anti-stealth skills or creature ability, and/or with use of Gates or Guardians blocks.

ATTRIBUTES

Stealth (Primary): For each points in this attribute, you have 1% of evading incoming attack. Also effect the skills relating to Stealth.

So you're saying a primary of this class can have a 16% chance to evade incoming attacks ALWAYS? Stacked with one of many other skills you'd be like blinding all foe's attacks towards you.

Gambling: Chance base skills that does offensive damage, defensive stance, or team-ally support.

Thievery: Skills that de-buff enemy while buffing self. (NOTE: you will not actually steal any item or gold from another player, so there will never be any item lost)

Spycraft: Various of skill that hinder and sabotage opponent team’s strategy and coordination, as well as use for scouting and revealing. (special thanks to CryingWolf for inspirations, as well as suggesting various part of this attribute)

SKILL EXAMPLES

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

Stealth (Primary)

Become Hidden
10e | 2c | 30r: (Stealth Skill)
You become Stealth for the next 6…12 seconds. This skill will end if you Attack or use any non-silent skills. All carried Stealth skill’s recharge time increase by 15 seconds. This is easily interruptible in casting.

Silent Killer
15e | 3c | 40r: (Stealth Skill)
You become Stealth for the next 6…12 seconds. This skill will end if you use any non-silent skills, you can still attack. All carried Stealth skill’s recharge time increase by 20 seconds. This is easily interruptible in casting.

Can you say, "A bunch of invisible warriors bodyblocked and raped me, and we couldn't target any of them!"

Still as a Tree
10e | 3c | 30r: (Stealth Skill)
You become Stealth for the next 12…24 seconds. This skill will end if you Attack, Move or use any non-silent skills. All carried Stealth skill’s recharge time increase by 15 seconds. This is easily interruptible in casting.

Instant Hide
15e | 1/2c | 35r: (Stealth Skill)
You become Stealth for the next 4…10 seconds. This skill will end if you Attack, Move or use any non-silent skills. All carried Stealth skill’s recharge time increase by 15 seconds.

I don't see how either of those two would be useful. Also, I don't remember seeing Silent Skill as an attribute at all.

Shadow Run
5e | 1c | 30r: (Silent Skill)
Can be use only if in Stealth. You move 25% faster for T seconds. Effect end if the current stealth ends.

Silent Blade
5e | 1c | 20r: (Silent Skill)
You will remained in Stealth when use this skill. Attack target foe for X more damage.

Quite Healing
10e | 1c | 45r: (Silent Skill)
Can be use only if in Stealth. You gain +X arrows of HP Regen for T seconds. Effect end if the current stealth ends.

Hmm, so 'Quite' Healing will heal the only thing that can kill stealth players -- degen. How's that for unbalance?

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

Thievery

Steal Body Armor
10e | 3c | 30r:
This is easily interruptible in casting, and must apply at melee distance. For 8…16 seconds, target foe’s body armor AL is decrease by 75%, and you gain 50% of AL equal to their body armor’s AL. It will also strip all effect of Runes that is on the body armor for the duration.

You're not serious... or are you?

Steal Weapon
10e | 3c | 30r:
This is easily interruptible in casting, and must apply at melee distance. For 8…16 seconds, target foe’s current equipping weapon’s attack power decrease by 75%, and your attack power increase by 50% of that amount. (This only effect the currently equipped weapon, so the opponent can still change to a different weapon with 100% usage)

Steal Skill
15e | 1c | 40r:
This is easily interruptible in casting, and must apply at melee distance. Interupte Target Foe’s current casting skills. For the next T seconds, this skill will be replace by what your interrupted, and target foe can not use that skill for the duration.

Nothing like an easily interruptable 1 second casting skill... It sounds like Arcane Theivery and Arcane Larceny and a combo of mesmer stuff for no good reason really...

Steal Life
10e | 3c | 35r:
This is easily interruptible in casting, and must apply at melee distance. For T seconds, target’s max HP is decrease by 25%, and your max HP is increase by that amount.

Wow and with a deep wound they'd be at -45% health and receive only 80% healing... Doesn't work with what's in place already.

Steal Energy
10e | 3c | 35r:
This is easily interruptible in casting, and must apply at melee distance. For T seconds, target’s max Energy is decrease by 25%, and your max Energy is increase by that amount.

Hmm, now all you need is a few other skills and you've easily taken a monk out.

Steal Enchantment
15e | 3c | 35r:
This is easily interruptible in casting, and must apply at melee distance. For T seconds, you stripe target foe of an enchantment, and you gain the effect of that enchantment for the duration.

Steal Condition
5e | 1c | 20r:
This is easily interruptible in casting, and must apply at melee distance. You remove 1…3 conditions from target foe and apply to your self, with the same reminding duration. You gain X HP for each condition you stolen.
(good if you can time it right, and steal a condition with 1 or 2 second remind, and get heal from it)

I could have sworn that there's a skill just like this one... Anyway, all in all, it's easy to make your easily interruptable skills with what we already have, so I don't see these really being weak at all, they seem too powerful in most cases.

Nimble Finger
5e | 1c | 25r:
For next 5 seconds, you will not be interrupted on your next casting Steal skill.

Wow, if only I had read down one skill more I would have found out that steal skills are even easier to pull off.

Tight Strap Equipment
5e | 1c | 30r:
For next 30 seconds, your equipment are immune to be Steal skills.

Needle Purse
10e | 1c | 25r:
For next T seconds, whenever you use a Steal skill, it will also damage target foe for X damage. If any foe uses a steal skill against you, it will do Y damage back at them.

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

Gambling

Coin Flip
5e | 1c | 20r:
You have 50% of doing X damage to target foe, but with 50% of doing Y damage to your self. Must be applying at melee distance.

The game is based on skill, not luck, but I do like this skill, I only wish I knew what X and Y were to make an accurate decision.

Seven Card Draw
10e | 2c | 5r:
You randomly apply one of 7 effects to the target foe. Bleed, Weakness, Cripple, Poison, Knockdown, Heal for X HP, and Gain Y energy.
Five Card Pick
15e | 2c | 15r:
You randomly apply one of 4 effects to the target ally. Heal for X HP, Increase 25% movement, gain Y energy, Cure 1 condition, or None.

Spiker’s Roulette
25e | 2c | 35r:
You will randomly do 5, 10, 20, 40, 80, or 160 damage to the target foe. This skill must be cast at melee’s distance, and can easily be interrupted.

I don't like the idea of doing random stuff because I don't see any skill involved with that whatsoever. It'd be way to inconsistant.

Healing Dice
15e | 3c | 30r:
You will heal a target ally for 20, 40, 60, 80, 100, or 120 health.

Dual Bones
15e | 2c | 20r:
Roll Twice. You will heal yourself /or damage target foe, for, 10, 20, 30, 40,50, 60 health/damage.


Intimidating Buff
5e | 2c | 10r:
Attack target foe with 140…200 damage. But 3 seconds later, target foe is heal back the same amount. This skill can not reduce target’ foe’s hp down to more than 25% of its Max.

Wow too powerful. Use Illusion of Pain or some other strong attack or series of attacks and you have a good rainbow spike... too good for my tastes.

Stone Face
5e | 1c | 20r:
For the next 4…8 seconds, all attack damage done to you will be shown as 0. After 4…8 seconds, the total damage received in previous time period is applied back to you. This skill can not use if your HP is less than 25% of your max.

Too short of a recharge. I like the idea of it, but it's just too easy with reversal of fortune and all prot skills in general.

Fortuna’s Smile
15e | 2c | 30r:
For the next T seconds, all spell cast against you have 10…30% chance to fail.

Lady’s Blessing
10e | 2c | 30r:
For the next T seconds, you have 10…50% chance of evading attacks.


Soldier’s Luck
10e | 2c | 45r:
For the next T seconds, you have 5…35% chance on your attack to do double attack (attack twice)

Lucky Star
10e | 1c | 30r:
On your next gambling skill, you will have increase 25% chance where it will do a “winning” (or effect that is in your favorite)

They already have a good chance that they will be losing, adding this just ensures that... And that's not any way of gambling. Gambling is where you have the lower chance of getting what you want, not a higher chance of getting what you want. If that was true, casinos in Las Vegas wouldn't exist... And I would know because I've been here for the past two weeks on vacation.

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

Spycraft

Body Double
10e | 1c | 25r:
Create a Body Double that last for T seconds that will run and attack enemy, but doing no damage. The Body Double will look exactly like you, but only have 50…160 HP.

Sacrificing Double
10e | 1c | 20r:
Create a Immobile Body Double. All targets that were target at you would be redirect to the Double.

How much health would this double body have...?

Player’s Insight
5e | 1c | 10r:
Reveal all of target’s foes currently equipped skills to you. Must be cast at nearby distance range.

Mask Out
10e | 2c | 15r:
Hide the Icon of target foe’s skill bar (it can still be use, but you just won’t see the icon) for 4…8 seconds. Must be apply at nearby distance range.

Seems really useless...

Revealing Eyes
10e | 2c | 20r:
For 8…12 seconds, you are able to see enemy Stealth creature and Traps within visible area, and can target them with out time delay.

Trap Breaker
5e | 2c | 15r:
Disable all traps at nearby range. This still is easily interrupted when casting.

So in other words you can find traps and remove them making trappers useless... Overpowered in my eyes.

Ex-Communication
5e | 2c | 30r:
Block target foe from able to communicate with his/her teammates (by typing) for T seconds. Also reduce the effect of any healing or enchantment spell that target would receive from his/her teammates.

Too overpowering.

Dummy Item
10e | 3c | 30r:
Create a Dummy Item (flag, gear, chest, etc) on the ground. Any foe that come near it will receive X fire damage (like a trap). This skill is easily interrupted when casting.

So now these guys can create things that aren't traps? So you can detect ranger traps but not these because they aren't traps, pretty much replacing the whole idea of ranger traps...

Spy Glass
5e | 1c | 20r:
Increase the range of the radar for 20 seconds.

How much does this increase your radar by and still this seems extrodinarily overpowering in combination with everything you have...

Change Team
10e | 3c | 30r:
For T seconds, enemy foes have 33% of missing when attacking you. It also change your color on the Radar to your opponent team’s color.

Uncertain Terrain
15e | 2c | 30r:
For T seconds, black out target foe’s Radar screen, that they can see nothing, and also their Ctrl function. Target foe also have their attacking skills recharge time increase by T.

Might be acceptable if this was broken into 3 skills.

Smoke Screen
15e | 2c | 30r:
Create a Smoke Screen at your current location that last for T seconds. All creatures, ally or foe, within in the area of effect (distance of a ward), will have 50% to miss when attacking or using an attack skill, and 50% to evade attack or attack skills.

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

WEAKNESS
Thief would actually be a very hard class to play. A lot of their skill need to be apply at close range, and can easily be interrupted; therefore, usually they need to depended on another teammate to take the hits, while they secretly do their thing. Stealth, if can pull off properly, would allow the first-attack advantage, and would be good to use in conjunction with Steal skills, Traps, or other long casting spells. However, getting to where you want with Stealth well be harder than you think (with 50% movement decrease and short amount of time, as well as the low armor). In many cases, you would need to depend on your allies, or your secondary, for support or damage.

You could still get up reasonably close to them and then become invincible with your stealth then cast your easily interruptable skill without worry as you'd lose stealth upon using it not casting it.

Design note: This actually would be about my Thief v2.5, as there were various previous draft about. Somehow just got the urge to revise it again. It think it should be unique enough to have a role of its own.

Reviews would be appreciated (your chance to get back at me... ), feel free to point out any possible balancing issue that need to be adress. Thanks for reading.

D&D:SOM Thief

http://www.misersoft.com/gca/gallery/sjgames/thief.gif

http://fursuit.timduru.org/dirlist/O...ot%20lucky.jpg

http://upload.wikimedia.org/wikipedi...fd/Daggers.jpg


CC-LIST-STICKY
CC-LIST
This is my stuff. Overall I'd have to say the idea is good and the individual skills are pretty powerful and nothing compares to them. After you combine all the invisibility, super strengths to mess with players actual control, and other things it just doesn't cut it as a viable class to add. It's way too outbalanced in the world of Guild Wars in my oppinion.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Quote:
Originally Posted by Kai Nui
This is my stuff. Overall I'd have to say the idea is good and the individual skills are pretty powerful and nothing compares to them. After you combine all the invisibility, super strengths to mess with players actual control, and other things it just doesn't cut it as a viable class to add. It's way too outbalanced in the world of Guild Wars in my oppinion.
That is alot of bolds.
Well, some good point you got there, but some I would disagree.. however, the way you use the quote make it hard to talk about each of the point you point out, so I will just try respond in a general concept.

On weapons: the damage for the knife might need to tone down, but it still should be more vary in damage, to reflect the gambling nature of this class. Usually you would need to depend on your 2ndary for more on weapon damage.

On Stealth: There are lots way to counter them. I think they are alright in balance. Please read in more detail of all the cost and restriction of stealth. Sometime you cann't move... sometime it take 3 second to cast, and most time you cann't attack... etc... It have a offensive and deffensive purpose. Also it is a primary, that means to use it properly, you are stuck with low armor. And Slient skill is a new skill type... which you can use while you are in Stealth, but won't reveal your self upon use.

On Thievery: Idea is still the same.. a touch range enemy debuff with effect of self buff. Easily interuptible make it hard to pull off sometime. Use in Stealth helps (but since most won't be Slient skill, they will reveal you from stealth after first use)

On Gambling: It has few lines of damage dealing, team support, or apply condition, but mostly on Chance. GW is a skill game... but don't see the harm to add few chance skills, also would make them more unique. Keep in mind that if you want more consistant damage, there are always the 2ndry prof that you can combo with.

On Spycraft: Its bit more PvP oriented, thought it usually have some other effect that can be use in PvE. Its hard to say if some skill are too overpower or not, with out really play test it, but they serve only as example.

I think Stealth would be a good addtion into the game. It could be very powerful, if you enemy are unfamiliar to the way of countering, but to an experience, there are always a way to render them less useful.

Lots of skills in Thief's line are Easily Interuptible, meaning like traps, ANY HIT player take during casting will cancel it. "Always keep an eye on the Thief" would be a good description to their weakness, as they won't perform well if you keep an constant eye (or targeting) on them, and hit them when they are casting.

Thxs for the Review.

Rakj Grazon

Rakj Grazon

Banned

Join Date: Jul 2005

In a house on a street

Looking for good guild

I must say i love this class... Kia Nui your an idiot... this build is not overpowered... It doesnt even deal a lot of damamge, it sabotoges. you said some energy skills was bad. ever hear of E-denail mesmer??? Also if you could target this guy you would rape him. He is 50% slower (AoE his ass) and ahs low armour. He wouldnt be that hard to gank unless you a tard. the 16% thing to evade isnt that good. If a theif were to get 100% to evade how long you think thye could have it up for? sides you could just degen them to death.

Action jack, dude your class is leet!

EDIT:
you said something about redering a traper useless... Well you can already do this, its called WANDING them. sides trappers could use some enemys... they have 60+dmg aoe and cause conditions.

P.S. lets see you make a build

PicardSunstar

Frost Gate Guardian

Join Date: Jul 2005

if you want this class go play WoW...really now action jack...ive flamed you before, but this...its too easy...nah im kidding this is actually pretty well written, even though the stealth is almost identical to WoWs Stealth conditions, but oh well...no flames from me

achilles ankle

Frost Gate Guardian

Join Date: Feb 2006

USA

The Primevil Spartans

A/

very good effort put into the class but it seems this could only be a pvp character only. this could never be in PvE and would give a whole new meaning to solo builds. You could just sneak through an entire area up to the boss, use the skills that u still stay invisible and pretty much skip a part of the game. also runnin would be completely done for lol, just sneak past everything.

TwilightOblivion

Lion's Arch Merchant

Join Date: Sep 2005

Right behind you

T Demons Of Razgriz T

E/Me

Achilles, you dont seem to understand that what you are saying isnt possible. The stealth mode doesnt last very long, you move 50% slower while doing it, and has a fairly high recharge.

On another note, Another possible name for this could be Saboteur

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Quote:
Originally Posted by achilles ankle
very good effort put into the class but it seems this could only be a pvp character only. this could never be in PvE and would give a whole new meaning to solo builds. You could just sneak through an entire area up to the boss, use the skills that u still stay invisible and pretty much skip a part of the game. also runnin would be completely done for lol, just sneak past everything.
Yeah, I thought about that problem. Usually, with the short time duration and 50% speed reduction, it is not the easiest to run pass certain mob groups. Also, I don't think it is much problem to give certain Mob stealth detection natural ablity or skills. So things like Undead, who can feel where living creature are, or Beast-type, who can smell you out, or Spirit-type, who does not need eye to see, or Patrol, who can equip certain anti-stealth skills, and such. It is a usual thing that has been doing in other games as well.

However, that is not to say there are no use of stealth in PvE, just the mob-AI will treat it a bit differntly.

Super_Nerd0

Frost Gate Guardian

Join Date: Dec 2005

ALOA 2

Me/

/flamed






im j/k its actually very good!
/signed

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

Really i be happy to just use this class for a cloak

unverified

unverified

Pre-Searing Cadet

Join Date: Aug 2006

The Guild of Three [GoT]

Other potential skills for this class could include "misdirection" skills... since it's your class, i'm not gonna do full write-ups but examples include:


Misdirection: In pvp, creates a "ping" on the enemy radar map... in pve, it draws the closest group of enemies to that spot towards the ping... (This could, in theory be combined with the "item" part of Dummy Item... could call it "Baiting the Trap," that way you could combine the Dummy Item lure with any trap the char could set... and potentially give the char a couple traps to use it with without the char having to be a ranger as well).

Hostility: In pvp, has little use, but makes allies (not party members) "green but potential targets" like animals in pve (or possibly even being targeted by "next target" keys)... making them targetable and subject to area-effect spells, bad news for ranger pets... but the main use is in pve, where it makes non-alike enemy groups attack each other, if they're close enough (consistently).

Infighting: In pvp, it makes party members (of the opposing party) targetable by their own, making area-effect overlap an issue at least (again, possibly with the "next target" attack issue). Again, the main idea of this is for pve, where it makes an enemy group fight itself as long as (1) the effect lasts, and (2) no other enemies show up.

other potential skills could include: a stance that negates terrain effects, a stance that has a chance to move through traps without setting them off, a stance where you can use your cloak to increase your armor v. physical, a trap (marbles) that does nothing but knock down foes, a trap that "distracts" foes and makes it harder for them to spot "stealthed" characters, a "noisy" trap that "unstealths" stealthed foes, a signet that prevents a target foe from "stealthing," and maybe a signet "unstealths" the area...


Potentially, the Stealth attribute could reduce the aggro circle slightly per level as well (maybe by 1-2% of its diameter per level).


Cloaks could be the off-hand, and potentially increase your evasion chance (by 1-5% or so, but works even with skill evasion chances), with the cloaks having that ability at about the same frequency as shields reduce damage.

Knives could (for variety's sake, and rather than ending up as merely one-hand daggers and having people wonder why dagger mastery won't work with them) be thrown weapons with a fairly short range (and about dagger damage); potential skins could include darts, star and spike shuriken, and even small throwing axes, stones, and such in addition to knives...



And yes, such a class would challenge the supremacy of runners, but if done in a manner that is comparable in effect to runners, it would not make them useless, just create an alternate possibilitiy to the endless tide of warrior/monks. Given a tightly-packed group of monsters (or several) such as in most areas that get run frequently (especially on the way to Droknar's Forge), it'd be hard to sneak past all the groups, even if you have means of prolonging the effect, and especially if you're "active" stealth is short-lived and you have to rely on a reduced aggro circle while recharging... (especially since you can't see wurms until they attack).

And besides, sneaking past an army makes a lot more sense than running by them...

PoisonPotion

PoisonPotion

Pre-Searing Cadet

Join Date: Aug 2006

Immortal Of Talos[loT](Luxon)

R/

/SIGNED

In all RPG/MMO i play i always take the Assassin/Stealthy one,i love being in the back of the ennemy and he dont even know

Only fact,even if he isint a dammage dealer an Armor 70 than a Armor 55-65 whould be better i think.
And it whould be cool to see huge dice rolling to see if your Gamble skill succede xD.

~PoisonPotion

SaosiN17

Ascalonian Squire

Join Date: Mar 2005

Basically an assassin copy but with stealth... It seems you can't grasp the concept of game mechanics, so I will explain something to you. You can't have skills that manipulate the UI which is exactly what stealth does. It's nice that you can come up with semi-creative names and create really broken mechanics that don't have a home in guildwars but to me this type of class would have a home somewhere else, like WOW. Which is basically where all the ideas came from in the first place.

Trevor Reznik

Ascalonian Squire

Join Date: Mar 2006

Stealth is a horrible idea in any form. Further, having many of your skills be completely random is ridiculously wrong. Despite being able to hide, this class will have no use in PvP and is therefore useless.

unverified

unverified

Pre-Searing Cadet

Join Date: Aug 2006

The Guild of Three [GoT]

The concept of the stealthy character is a staple of the fantasy genre and has been since the beginning... to claim that WoW created stealth is like trying to claim that they created warriors too... (now as far as the individual skills, I have no idea; I've never played any of the Warcraft games).

Admittedly, stealth would make things harder; after all, the monsters get whatever classes the pcs get, so stealth monsters would be as much of a headache as... wurms... which are already in the game; although most stealth monsters would be a lot easier to kill...

Stealth, misdirection, and espionage are part of the real world. Throwing a stick (pinging the enemy's radar) to distract the enemy so you can sneak by makes a whole lot more sense than running past them at full speed and relying on your hit points to keep you from dying.

I'm not saying this class is perfect; I personally don't care for the Gambling idea, don't think you should be able to interfere with enemy chat, and probably would have gone myself with the attributes of Stealth (hiding, and primary), Misdirection (confusing the enemy), Observation (detecting stealth and such), and Throwing Mastery (a weapon skill with small thrown weapons) - making it pretty much a pure non-spellcasting class.

And don't forget that any new class releases will have new skills released for the other classes, and any new ability is likely to have countermeasures among those new skills.

And as far as pvp goes, being able to confuse the enemy is not something to discount lightly. All other things being equal, the pvp team that works together the best is the one most likely to win. The point of a stealth class (done right) is not to create uber-effective invisible attackers, but to be able to either get in a good single shot (stealth nukers, stealth trappers) or to disrupt the enemy so that the rest of the team can do the job.

That said, there are a lot of people that just don't care about pvp at all, so even if it were "useless for pvp," it'd still wouldn't be useless (although it's a safe bet that a-net would ensure that the class was balanced for both pve and pvp).

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Quote:
Originally Posted by unverified
The concept of the stealthy character is a staple of the fantasy genre and has been since the beginning... to claim that WoW created stealth is like trying to claim that they created warriors too... (now as far as the individual skills, I have no idea; I've never played any of the Warcraft games).

Admittedly, stealth would make things harder; after all, the monsters get whatever classes the pcs get, so stealth monsters would be as much of a headache as... wurms... which are already in the game; although most stealth monsters would be a lot easier to kill...

Stealth, misdirection, and espionage are part of the real world. Throwing a stick (pinging the enemy's radar) to distract the enemy so you can sneak by makes a whole lot more sense than running past them at full speed and relying on your hit points to keep you from dying.

I'm not saying this class is perfect; I personally don't care for the Gambling idea, don't think you should be able to interfere with enemy chat, and probably would have gone myself with the attributes of Stealth (hiding, and primary), Misdirection (confusing the enemy), Observation (detecting stealth and such), and Throwing Mastery (a weapon skill with small thrown weapons) - making it pretty much a pure non-spellcasting class.

And don't forget that any new class releases will have new skills released for the other classes, and any new ability is likely to have countermeasures among those new skills.

And as far as pvp goes, being able to confuse the enemy is not something to discount lightly. All other things being equal, the pvp team that works together the best is the one most likely to win. The point of a stealth class (done right) is not to create uber-effective invisible attackers, but to be able to either get in a good single shot (stealth nukers, stealth trappers) or to disrupt the enemy so that the rest of the team can do the job.

That said, there are a lot of people that just don't care about pvp at all, so even if it were "useless for pvp," it'd still wouldn't be useless (although it's a safe bet that a-net would ensure that the class was balanced for both pve and pvp).
I do want to see mob that would use Misdirection skills on you, that would be an experience...

Also I don't see any problem in giving some mob inherient ablity to detect stealth. Typcially, bestial mob would smell you out, undead have a magical sense to detect living, and some can see in differnt lights. Also can always include a scout mob who would constantly cast anti-stealth skills. Point is they could easily stop you from stealth-run should it be place that dev don't want you to sneak by.

unverified has good ideas, and I agree in calling this concept far from perfect. Afterall, it is a concept. Stealth and Misdirection attribute seem fine. I like throwing (origianlly I want to give it to Assassin) and would give it a stabler mean of damage dealing. Observation.. would seem harder to fill. (I put some anti-trap/stealth skills in the spycraft attribute)

I do try to include few ways to counter stealth by conventional means, even if you don't have any anti-stealth skills. They will be less of threat, if you could keep a cool heead.

I would hate to see a PvP or PvE only skill. Thus I would also include some additional effect to Misdirection-type of skill, so it does not just work for one and not in another.

Stealth is a very tircky idea, and really need careful implentation else would lead to easy abuse (as several game has shown in the past). Feel free to point out the possible use that would lead to such abuse (with the rule and the mechanic in the OP that is) My first draft of stealth failed due to the possible to have seveal stelath skill and constanly in hiding. Thus resulted in the addition of increase recharge time on use, and ablity to still target an invisible target (hover mouse over its location for 3+ seconds)

Feel free to suggest further improvments.

unverified

unverified

Pre-Searing Cadet

Join Date: Aug 2006

The Guild of Three [GoT]

My Observation concept was a lot like your spycraft (part of why I chose your version of the stealthy rogue-type to post in), and would have trap-detects as well as stealth-detects. My other ideas for Observation were like military forward observer-type skills; basically Shouts that give your part boosts to hit (or critical, or bypass armor, etc.) targets you've selected; narrower in focus than the paragon or warrior shouts, and more in line with the character's reconaissance role. Shouts like "He's got a weak spot!" which allows those that target your highlighted foe to treat him as if he's at -x armor... and of course, "He's over there!" which not only un-stealths an enemy that's stealthing, but also disables their stealth skills for x seconds...

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

I dont like anything of the gambling. Chance should not be a large part of the battle. It should be about your skill not some random chance that deals damage. Basing a whole attribute to this is just not a good idea.

I think any "stealth" skills would be better as add-ons to assassins in some future chapter.

chaos warrior zane

chaos warrior zane

Academy Page

Join Date: Aug 2006

Queens, New york city <3

The Gladiators Supremacy [NuFS

E/D

i praise u for taking time to make this. although it seems a lil much like an assasin. as assasin shud have stealth to. guild wars is basicl a "fight" so a theif in my mind wudnt be much a fighter nor a supporter. it wud be a nice proffesion of some sort to somrthing like worlf of warcraft but for gw which is a fdight game i dont think a theif wud be usfull =/

Sir_Ace_Manslayer

Academy Page

Join Date: Jun 2006

(send me an invite im not in a guild)

W/R

Hey i think you should add to him.......

aggro circle is a bit smaller to increase stealthy ness i also think they should do this to assasins but...

mabey something like shadowmeld in wow called shadow form where u can jus sit there as long as you do not move (cancled in any pvp tho)

and i think they would of made this already it would jus be to powerful for a running build with r/thief

DeathShadowX

DeathShadowX

Frost Gate Guardian

Join Date: Oct 2005

well this class would own because it could run like anywhere no hassle. On a negitive hand, some of the skills sound like naruto, body double xD

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Thanks for the feed backs... (especially the one by DietDew)

Few of the concerns (run, stealth, addition of attack attribute) were replied before in some of the previous replies. Unverified (the anti-sheep avatar guy) also provided a good alternative of his theif concept.

Also bumping with a added picture.