Fast Hands
silence.renegade
Fast Hands is a version of this idea that i have for a class
I have no idea of what to call the profession but hear are the attributes and 2 skills from each attribute.
Weapons Of Choice: Knuckle Plates- These attach to the glove or knuckle they are in different shapes or sizes such as some are spiked some are flat.
Fists- Just the basic old punch and kick, simply select your character in the inventory window and drag it into the weapon box.
Unarmed Mastery- For each point in this attribute you deal more damage with your fists and if you have any knuckle plates more with those, many skills especially those related to using special unarmed attacks become more effective with higher unarmed mastery.
(primary attribute) Condition Mastery- For each point in this attribute you have a +1% chance to apply a condition or knock your foe over when you attack. A condition placed upon foe lasts for 1 second per point of Condition Mastery, if they are knocked down they take an additional 2 damage for every point of condition mastery. Many skills especially those relating to applying conditions become better with higher condition mastery.
Speed- For every point of speed you attack 2% faster. Many skills especially those relating to dealing damage and buffing become more effective with higher speed.
Endurance- For every point of endurance you gain 1 energy every time you apply a condition on a foe, at attribute point levels 5, 10 and 15 you gain +1 energy regeneration. Many skills especially those relating to defending and stance become more effective with higher endurance.
Unarmed Mastery Skills
Dragon Uppercut
Cost: 8 Energy / Casting Time: Instant/ Recharge 20 secs
Unarmed Attack. Strike for 30...70 damage if it hits has a 30...100% chance to daze the target.
Whirlwind Fist (elite)
Cost: 5 energy / Casting Time: Instant / Recharge: 20 secs
Unarmed Attack. All foes around you are hit for 30...65 damage if it hits, if it is blocked the foe which has blocked it is knocked down.
Condition Mastery
Chain of Fists
Cost: 5 energy / Casting Time: 1 second / Recharge: 10 secs
Unarmed Attack/Enchantment. Target foe takes 50...80 damage, if it hits, for 2...7 seconds you attack 40...90% quicker.
Impossible Strength (elite)
Cost: 10 energy / Casting Time: 1 second / Recharge: 40 secs
Skill. Every time a foe attacks you 10...50% of that damage is taken away and is redirected towards the foe that attacked you. If you are under any enchantments/ hexes or conditions when Impossible Strength ends you gain 30...80 health for each one.
Speed
Flurry of Fists (elite)(if ANET choose this then put it with a super hard to get to boss)(but i doubt that)
Cost: 3 energy / Casting Time: Instant / Recharge: 30 secs
Skill. Lose all energy for every 3...2 points of energy lost you have flurry of fists for 2...5 seconds. A flurry of fists has 2...5 hits per 2 seconds.e.g lose 30 energy have a flurry of fists for75 seconds, i have 375 hits in that time.
Shimmering Speed (elite)
Cost: 5 energy per attack skill in skill bar / Casting Time: Instant / Recharge: 10 secs
Attack. You use every single attack in your skill bar in sequence to the same effect. At the end of the onslaught you lose 3...2x the amount of energy you lost in health and all of your attack skills are recharged.
Endurance
Axe Block
Cost: 10 adrenaline / Casting Time: Instant / Recharge: 3 secs
Skill. You have a 25...90% chance to block incoming melee attacks and projectiles including magic. You gain 3 energy for every melee attack blocked. Axe Block ends if you use a skill.
Last Stand (elite)
Cost: 3 energy / Casting Time: Instant / Recharge: 5 secs
Spell. Lose all but 5...45 health. All conditions from party members and allies are transferred to you, if you die within 10 seconds of this you are instantly revived with 10...90% health and zero energy but you have 20% death penalty.
The max armour is pretty poor at just 70 but they can always use their superior speed to run away.
I have no idea of what to call the profession but hear are the attributes and 2 skills from each attribute.
Weapons Of Choice: Knuckle Plates- These attach to the glove or knuckle they are in different shapes or sizes such as some are spiked some are flat.
Fists- Just the basic old punch and kick, simply select your character in the inventory window and drag it into the weapon box.
Unarmed Mastery- For each point in this attribute you deal more damage with your fists and if you have any knuckle plates more with those, many skills especially those related to using special unarmed attacks become more effective with higher unarmed mastery.
(primary attribute) Condition Mastery- For each point in this attribute you have a +1% chance to apply a condition or knock your foe over when you attack. A condition placed upon foe lasts for 1 second per point of Condition Mastery, if they are knocked down they take an additional 2 damage for every point of condition mastery. Many skills especially those relating to applying conditions become better with higher condition mastery.
Speed- For every point of speed you attack 2% faster. Many skills especially those relating to dealing damage and buffing become more effective with higher speed.
Endurance- For every point of endurance you gain 1 energy every time you apply a condition on a foe, at attribute point levels 5, 10 and 15 you gain +1 energy regeneration. Many skills especially those relating to defending and stance become more effective with higher endurance.
Unarmed Mastery Skills
Dragon Uppercut
Cost: 8 Energy / Casting Time: Instant/ Recharge 20 secs
Unarmed Attack. Strike for 30...70 damage if it hits has a 30...100% chance to daze the target.
Whirlwind Fist (elite)
Cost: 5 energy / Casting Time: Instant / Recharge: 20 secs
Unarmed Attack. All foes around you are hit for 30...65 damage if it hits, if it is blocked the foe which has blocked it is knocked down.
Condition Mastery
Chain of Fists
Cost: 5 energy / Casting Time: 1 second / Recharge: 10 secs
Unarmed Attack/Enchantment. Target foe takes 50...80 damage, if it hits, for 2...7 seconds you attack 40...90% quicker.
Impossible Strength (elite)
Cost: 10 energy / Casting Time: 1 second / Recharge: 40 secs
Skill. Every time a foe attacks you 10...50% of that damage is taken away and is redirected towards the foe that attacked you. If you are under any enchantments/ hexes or conditions when Impossible Strength ends you gain 30...80 health for each one.
Speed
Flurry of Fists (elite)(if ANET choose this then put it with a super hard to get to boss)(but i doubt that)
Cost: 3 energy / Casting Time: Instant / Recharge: 30 secs
Skill. Lose all energy for every 3...2 points of energy lost you have flurry of fists for 2...5 seconds. A flurry of fists has 2...5 hits per 2 seconds.e.g lose 30 energy have a flurry of fists for75 seconds, i have 375 hits in that time.
Shimmering Speed (elite)
Cost: 5 energy per attack skill in skill bar / Casting Time: Instant / Recharge: 10 secs
Attack. You use every single attack in your skill bar in sequence to the same effect. At the end of the onslaught you lose 3...2x the amount of energy you lost in health and all of your attack skills are recharged.
Endurance
Axe Block
Cost: 10 adrenaline / Casting Time: Instant / Recharge: 3 secs
Skill. You have a 25...90% chance to block incoming melee attacks and projectiles including magic. You gain 3 energy for every melee attack blocked. Axe Block ends if you use a skill.
Last Stand (elite)
Cost: 3 energy / Casting Time: Instant / Recharge: 5 secs
Spell. Lose all but 5...45 health. All conditions from party members and allies are transferred to you, if you die within 10 seconds of this you are instantly revived with 10...90% health and zero energy but you have 20% death penalty.
The max armour is pretty poor at just 70 but they can always use their superior speed to run away.
Terra Xin
ooo, four times the thread, that's a record. You only need to click once, the rest of that time is pure lag.
There's also a separate sub-forum known as concept classes. It was only added in recently.
There's also a separate sub-forum known as concept classes. It was only added in recently.
Cherng Butter
Speed and Endurance are crazy overpowered (+3 energy regeneration? Sign me up!)
Conditions are a little confusing, but I'm leaning towards overpowered as well.
Dragon Uppercut is like a really good elite, while Whirlwind doesn't deserve the elite status.
Chain of Fists...recharge of 10, and 7 of those seconds you're attacking 90% faster...can you say pwned? The damage is pretty good too, and cheap cost.
Flurry of Fists would just plow down everything in it's path. The only bad skill is probably Last Stand, isn't it like a Martyr that kills yourself? Haha...
Conditions are a little confusing, but I'm leaning towards overpowered as well.
Dragon Uppercut is like a really good elite, while Whirlwind doesn't deserve the elite status.
Chain of Fists...recharge of 10, and 7 of those seconds you're attacking 90% faster...can you say pwned? The damage is pretty good too, and cheap cost.
Flurry of Fists would just plow down everything in it's path. The only bad skill is probably Last Stand, isn't it like a Martyr that kills yourself? Haha...
Knightsaber Sith
First time I've seen a quadruple post thread as well O.O
He could get some cool brass knuckles.
He could get some cool brass knuckles.
Dean Harper
I have to say, this is kinda kool and all, but its pretty overpowered. I mean conditions on one hit, without skills? Y not just make weapons that apply conditions??? No way man, srry.
actionjack
I do wonder why you call it "Fast Hands"?
It sounded a bit.. nasty, to a un-innocent minds...
It sounded a bit.. nasty, to a un-innocent minds...
Spader
FH/monk fast healing hands ...
Axe Block
Cost: 10 adrenaline / Casting Time: Instant / Recharge: 3 secs
Skill. You have a 25...90% chance to block incoming melee attacks and projectiles including magic. You gain 3 energy for every melee attack blocked. Axe Block ends if you use a skill.
Seems a bit strong and possibly off named since you have the theme weapon of arm plates/bands. Maybe calling it blade catch.
Flurry of Fists (elite)(if ANET choose this then put it with a super hard to get to boss)(but i doubt that)
Cost: 3 energy / Casting Time: Instant / Recharge: 30 secs
Skill. Lose all energy for every 3...2 points of energy lost you have flurry of fists for 2...5 seconds. A flurry of fists has 2...5 hits per 2 seconds.e.g lose 30 energy have a flurry of fists for75 seconds, i have 375 hits in that time.
That one would be over powered with mesmer casting illustionary weapons after arcain mimicry. one way or the other someone has an armor ignoring frenzy that would mow down people that stand for to long.
Axe Block
Cost: 10 adrenaline / Casting Time: Instant / Recharge: 3 secs
Skill. You have a 25...90% chance to block incoming melee attacks and projectiles including magic. You gain 3 energy for every melee attack blocked. Axe Block ends if you use a skill.
Seems a bit strong and possibly off named since you have the theme weapon of arm plates/bands. Maybe calling it blade catch.
Flurry of Fists (elite)(if ANET choose this then put it with a super hard to get to boss)(but i doubt that)
Cost: 3 energy / Casting Time: Instant / Recharge: 30 secs
Skill. Lose all energy for every 3...2 points of energy lost you have flurry of fists for 2...5 seconds. A flurry of fists has 2...5 hits per 2 seconds.e.g lose 30 energy have a flurry of fists for75 seconds, i have 375 hits in that time.
That one would be over powered with mesmer casting illustionary weapons after arcain mimicry. one way or the other someone has an armor ignoring frenzy that would mow down people that stand for to long.
silence.renegade
Quote:
Originally Posted by Cherng Butter
Speed and Endurance are crazy overpowered (+3 energy regeneration? Sign me up!)
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Change dragon uppercut to elite and demote whirlwind to normal good idea i thought of that last night. Yes flurry of fists is too powerful i think so make the recharge time 35 secs and make for every 5...4 points of energy lost...
On last stand make the dp you get 20%...0%, or maybe change it so you still get dp but all foes around you take about 50...150 damage, that would make it better.
Fast hands is just the developement name if you can come up with a btter name suggest it to me.
Rename Axe Block to Blade Catch is a good idea Spader. and nerf it to 1...3 energy per block and 30%...80% chance to block. Its a bit like Bonetti's defense really.
Another way to nerf flurry of fists is to make it remove all other effects on you by note in the top LH corner of the user interface.
Make recharge on Chain of Fists longer or even make it a variable e.g 40...30 seconds to recharge.
Thank you for replying to this note.
OH yeah about that Condition Mastery attribute make it rarer like say +0.25% or 0.5%. Nad maybe take away the chance of being knocked down etc.
Dstroyer666
i think it would be better to only add a rare knockdown chance as a primary it would make more sense. you do seem to overpower everything but plenty of potencial
lyra_song
Dragon uppercut needs to be an elite
And it needs a variable on how long it will inflict daze.
I think it should be at least 10 energy.
All the daze attacks are very conditional to use because Daze is a powerful effect.
Assasin daze skills require following a lead attack, ranger daze require interruption or are easily interrupted (broadhead is made twice as slow for a reason). Warrior daze skills require plague touch or a lot of adrenaline. Dervish daze are also conditional.
Yours just requires energy.
Too strong in its current form.
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Ok as for this class itself. I dont see a point.
Its a melee class. We got 3 of those.
Its a condition and knockdown based class.
Just...ok..conditions without skills!? a teeny bit overpowered
KD based class is just a WAY TOO overpowered.
Look at every KD skill in the game.
Look at the costs of a KD. Warrior hammer skills require heavy adrenaline or conditional or require targets to be moving. The KD spells on an ele give exhaustion. Assassin KDs are conditional. Ranger KDs are elites or conditional.
You would have a built in +16% chance of KD and +16% chance of conditions with every attack. No energy cost, no adrenaline cost, no self armor deprecation, no nothing.
Thats just.... =.= amazingly unbalanced.
Lyra gives you a "Go back to the drawing board" yellow sticky note.
And it needs a variable on how long it will inflict daze.
I think it should be at least 10 energy.
All the daze attacks are very conditional to use because Daze is a powerful effect.
Assasin daze skills require following a lead attack, ranger daze require interruption or are easily interrupted (broadhead is made twice as slow for a reason). Warrior daze skills require plague touch or a lot of adrenaline. Dervish daze are also conditional.
Yours just requires energy.
Too strong in its current form.
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Ok as for this class itself. I dont see a point.
Its a melee class. We got 3 of those.
Its a condition and knockdown based class.
Just...ok..conditions without skills!? a teeny bit overpowered
KD based class is just a WAY TOO overpowered.
Look at every KD skill in the game.
Look at the costs of a KD. Warrior hammer skills require heavy adrenaline or conditional or require targets to be moving. The KD spells on an ele give exhaustion. Assassin KDs are conditional. Ranger KDs are elites or conditional.
You would have a built in +16% chance of KD and +16% chance of conditions with every attack. No energy cost, no adrenaline cost, no self armor deprecation, no nothing.
Thats just.... =.= amazingly unbalanced.
Lyra gives you a "Go back to the drawing board" yellow sticky note.
Spirit Of Azrael
W/Fh and pimp slap someone.
Also, the name of this thread sounds dirty.
Also, the name of this thread sounds dirty.