A List of 11 Concept Classes

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

I have alot of ideas, and was actually going to mail these to Gaile personally, but I suppose this works just as well too. All these are based on the existing statistical system, no doubt, this is going to change to an extent with GW2, but this is the best I could justify my concepts on. Asterik (*) denotes primary attributes. Elite Classes are classes that need to be unlocked, and are only selectable for certain races. There is one Elite Class per race.

If you're going to comment on a concept class, please read it through completely before doing so.


Elite Classes___________________________________________ ______________________

Artificer / Max Armor Level 60 / 20 Default Energy / +4 Energy Regeneration / -20% Condition Duration / Asura Only
Description : Asura are small, technically inclined, and adept magic users. Artificers utilize all three of the Asura's unique attributes to create a valuable, multipurpose person.
Weapons : With technical incline, comes technical weaponry. Artificers specialize in complex ranged weapons, varying from compound multi-string bows, crossbows of varying abilities, and even basic bolt-action rifles and muskets. All Artificer weapons are two handed.
Armorment : Asura, and Artificers for that matter, rely on armor that is light weight but through the chemistry of its makeup, still durable and reliable. Artifcers do not possess, or use, a shield.

Attributes________________________________________ ___________________________
Proficiency* : For every rank in Proficiency, damage dealt by Firearms and Demolition based skills increase 1%. Most Proficiency skills and spells are designed soley to synergize with one of the Artificer's other attributes.
Firearms : Firearms are unique from all other weapons - their damage is not tied to their accompanying attribute. Instead, greater ranks in Firearm produces higher accuracy with Firearm weaponry. This accuracy is affected by the conditions between the shooter and the target, as well as the speed of the target and their distance from the shooter. With the exception of low-accuracy short-range repeating crossbows, all firearms shoot slowest of all weapons and possess the greatest range of all weapons - plus the range of a Firearm is not affected by height differences, unlike traditional bows. Firearm weaponry has a high failure rate if the attacker does not possesses any points in Firearms (this prevents other classes, and races, from making any effective use with these weapons).
Alchemy : Through the use of magic combined with the Asura's profound technical and chemical knowledge, Alchemy can produce unique effects. Alchemy can be used to modify the material of an object, to create an explosive concoction with a benine substance, or spew forth billowing smoke screens. (Asura have superb hearing and vision, and are significantly less penalized in blindness-like situations than other races are) Most notably, is that Alchemical skills can be used to modify the properties of their weapon, and their armor - giving them that vital defensive boost necessary in tight situations.
Demolition : With the use of glyphs, substances, and mechanical devices, demolition can be used to create powerful explosives that can be more greatly controlled than other, more magic based explosions. Demolition skills are used once to identify a target, then replaced with a "Detonate" skill - which when used, will activated the associated effect on the target.

Paladin / Max Armor Level 80 / 20 Default Energy / +3 Energy Regeneration / Human Only
Description : Humans, having destroyed Abaddon and given birth to a new God, earned the favor of the rest of the gods as an entire species. From this, the Gods have endowed Paladins from monastic orders of devout followers with unnatural - divine - powers. With this great blessing, Paladins are able to draw upon the divine nature of their patron deity, giving the Paladins abilities rarely seen before.
Weapons : Paladins specialize in small, one-handed blunt weaponry - maces to be specific. Maces are no faster than a long sword, but weaker than one in damage output. In exchange however, spiked maces do offer some armor penetration. In the off-hand, Paladins utilize massive Tower Shields. Tower Shields provide exceptional armor, and possess a natural 10% chance to block attacks. Paladins can use skills from their Guardianship attribute to protect and guard an adjacent ally with this massive shield.
Armorment : Of all the classes that rely on pure physical armor to survive, none do better than the Paladin. Paladin armor insignias give additional armor for adjacent allies, allowing them greater ability to protect and defend.

Attributes________________________________________ ___________________________
Divinity* : Paladins, unique to any other classes, possess the ability to extend their divinity outwards to create mobile wards - auras if you will. These auras, maintained like monk enchantments, one at a time only, can help allies or hamper enemies. The size of their auras increase with the ranks in Divinity.
Mace Mastery : The Paladin utilizes a one handed heavy bludgeoning weapon with the ability to penetrate armor. The mace attacks at the speed of a long sword, but does less damage than one. The Paladin's primary role is protecting adjacent allies, not dealing damage.
Guardianship : The paladin is a defender, a protector, and this is where that is most prevelant. The Paladin is the only class to utilize large tower shields to deflect and protect themself and others. Several Guardianship abilities allow the Paladin to "take" hits that were directed at adjacent allies for example.
Worship : Lending from the aura of their patron deity for power, the Paladin is able to use divine-based spells that are immune to normal counterspell measures. (Note: While Divine spells are immune to counterspell measures, they are not as powerful as normal spells are.)

Theurgist / Max Armor Level 60 / 30 Default Energy / +6 Energy Regeneration / Sylvari Only
Description : Theurgy is a mastery of latent energy - both magical and divine - that inhabits the world around us. Theurgists are able to utilize this energy, through magical objects, to create miraculous effects.
Weapons : Theurgists do not use staves, instead they rely soley on the power of a wand and focus. In addition, the Theurgist is the only class that possesses a mastery of wands - allowing them greater damage potential with wands. When a wand attack is used, and the wand is enchanted, this attack will also drain 1 energy from the Theurgist in order to fuel the enchantment placed on the Wand.
Armorment : Like the Sylvari, Theurgist armor design is heavily influenced by nature, and things natural. Theurgist armor Insignias do not provide additional armor - but instead, provide health and energy regeneration that are dependent on the situation. The amount provided is in decimal, requiring that all armor pieces possess appropriate insignias in order to receive a whole regeneration point. These situations can be while in a stance (+1 total), while enchanted (+1 total), while hexed (+2 total), while under a condition (+2 total), or while casting a spell (+3 total).

Attributes________________________________________ ___________________________
Honing* : The Theurgist is attuned to the energies surrounding her, and receives 1 energy whenever a spell is cast within range by an ally or a foe. The range of this effect increases with higher ranks in Honing.
Instrumentation : Instrumentation allows the Theurgist to endow objects with powerful enchantments, even stationary ones. This allows the Theurgist to create powerful wards and areas of effect that are fueled directly by the Theurgist's energy. The closer the Theurgist is to the placed instrument, the greater the effect and greater the drain on her energy. In addition, Instrumentation can be utilized to enhance the effect, energy, or damage of a Focus or Wand temporarily.
Artifact Mastery : Theurgists are able to utilize any wand, and the damage of this wand increases with greater ranks in Artifact Mastery. In addition, Focuses increase in beneficial effects - providing additional energy to the Theurgist with higher and higher ranks in Artifact Mastery. Theurgist only wands and focuses rely on the attributes of Honing, Instrumentation, and Miracles.
Miracles : Theurgists are natural miracle workers, and utilize both magical and divine spells to accomplish these feats. Many miracle spells are based on the beauty of nature and the power of spirits.

Vanguard / Max Armor Level 80 / 25 Default Energy / +2 Energy Regeneration / Norn Only

Description : The Vanguard uses the Norn's robust shapeshifting ability to utilize weaponry normally too difficult to use for smaller creatures. Vanguards are superb fighters, however because of the size and range of their weapons they are cumbersome in tight spaces - or in thick fights.
Weapons : Vanguards use weapons designed primarly for use while shapeshifted into larger, more physically powerful forms. These include two-headed pole hammers, two bladed pole-swords, large halberds and pole axes, ball & chain, cluster flails, glaives, giant axes, and giant spiked maces. If the Norn attempts to use a weapon while not shapeshifted, they attack slower and must weild the weapon with both hands - losing the armor from their bracers. While shapeshifted, they attack faster and gain the armor bonus from their bracers. (Vanguard weaponry is large, and generally very difficult to block)
Armorment : Norn armor utilizes thick, heavy plates held into place by a flexible lattice of straps. This allows for freedom of movement, and accurate placement of armor while shape-shifted or not. The Vanguard goes a step further, and includes strategic sub-shields attached to their arms to allow greater defense without sacrificing one arm for a shield. Vanguard armor Insignias are based on bonuses associated with how many adrenaline strikes they are under, giving more armor with more adrenaline strikes.

Attributes________________________________________ ___________________________
Might* : For each rank in Might, the Vanguard's weapon damage while shapeshifted increases by 3%.
Rage : Rage-based attacks that are fueled heavily by adrenaline. One of the main uses of Rage shouts is to increase the power of the Vanguard, enabling her to deal greater and greater amounts of damage proportional to the number of adrenaline strikes she possesses. Using adrenaline based skills that eat adrenaline strikes reduce or even cancel this synergy with certain shouts and stances.
Exotic Mastery : The Vanguard's mastery over unique and specialized weaponry. Exotic weapons may vary considerably, and while the actual points allocated into Exotic Mastery will not affect the weapon damage as significantly as weapon masteries do for other classes, this gap is made up for with Rage shouts and synergization with Might.
Bracer Mastery : The vanguard's unique mastery over bracer based shields that attach directly to the arm, rather than being held in one hand. These shields can only be used while shapeshifted, if worn while not shapeshifted they become cumbersome and slow down the Norn.

Zealot / Max Armor Level 70 / 25 Default Energy / +3 Energy Regeneration / Charr Only
Description : Torn by civil war and belief, the Charr Zealot is one of the last true standing embodiments of what made the Charr so feared. Zealots are able to utilize their unique mastery of dual-wielding weapons, as well as powerful fire prayers, to forge themselves into a strong and determined attacker.
Weapons : Zealots are the only class able to adeptly equip and use two individual, independent weapons. While using two weapons instead of one, the Zealot attacks faster and incurs a chance to "miss" with his weapons. When fighting enemies that are smaller than the Zealot, he is able to attack two targets simultaneously. Zealots use a variety of different weapons, each with its own unique benfits. They use the Khopesh (a ? shaped sickle-sword), the Falx (while two handed, the Charr are large enough to wield them with one hand), and the Macana (a paddle shaped sword lined with barbed cutting teeth).
Armorment : Charr Zealot armor is not as strong as a Warrior's armor, this is because Zealot armor is based on flexible structures - such as chain, banded, or splint armor. Zealot armor Insignias give additional armor points based on the number of nearby enemies.

Attributes________________________________________ ___________________________
Ambidexterity* : For every rank in Ambidexterity, the accuracy and damage of both equiped weapons increase. Skills in Ambidexterity are stances, shouts, or attacks that utilize both weapons simultaneously.
Fire Prayers : Zealots embody the Charr's fervent worship of fire, and Fire Prayers can be used to endow weapons and armor with the properties of fire - giving them extra damage, armor, or even igniting the Zealot's foes on fire with every attacking blow.
Warcries : Powerful shouts that bestow power and aggression to the Zealot's allies, and can stun and frighten his enemies.
Blade Mastery: Zealots specialize in the use of several, exotic, one handed blade weapons. These weapons each carry a unique effect that can be delivered to the enemy. The Khopesh is able to seldomly inflict deep wounds, the Falx is a master of shield and armor penetration, and the Macana inflicts serious bleeding. While using one weapon, the Zealot receives a damage bonus and an accuracy bonus that allows them to sometimes bypass evasion and blocking. While wielding two weapons, this bonus is lost, accuracy drops to 66%, and attack speed greatly increases. *Note that ranks in Ambidexterity increases the accuracy from a base of 66%.


Standard Classes___________________________________________ _____________________

Acrobat / Max Armor Level 60 / 25 Default Energy / +3 Energy Regeneration / +5% Movement
Show Acrobat Example Skills
Description : The Acrobat is a master of stances, movement, and hurling objects at targets with great accuracy and speed. They are nimble, flexible, and adept at avoidance and silent movement.
Weapons : Acrobats utilize thrown weapons. These weapons have half the range of a longbow, but can be used with greater speed and used while moving. Throwing weapons are small, and deal less damage than a dagger does but can be used rapidly and even while moving. The Acrobat can only throw at targets she can see, and only at targets to her sides or infront of her - she cannot attack what is behind her while moving. Acrobats may use a shield or focus in their off hand without suffering penalties to their ability to throw.
Armorment : Acrobats use little in the way of armor, preferring to utilize their skills and stances for defense, rather than what they are wearing. Acrobat armor Insignias provide additional armor for being in a stance, or additional armor while moving.

Attributes________________________________________ ___________________________
Athletics* : For every rank in Athletics, the Acrobat moves 3% faster. The movement increase from their armor, and from Athletics, raise the maximum cap for movement increases instead of adding to the current movement bonus, thus allowing the Acrobat to achieve great speeds.
Mobility : The feet are very important to an Acrobat, as are the stances she can maintain with them. Mobility stances help provide the Acrobat with vital defenses. These stances however require an expendeture in the movement of the Acrobat, slowing them down slightly. Because of this, Mobility and Athletics synergize very well.
Throwing Mastery : Acrobats are masters of the throwing dart, the throwing star, and many other types of small thrown weapons.
Aeriform : Limitations of the body need not always apply to the nimble Acrobat, by harnessing magical energies the Acrobat can enhance their agility to unnatural levels. In addition, the same magical powers can be used to affect the footing of those in battle - from speeding up his allies, to slowing down his enemies.

Duelist / Max Armor Level 70 / 25 Default Energy / +3 Energy Regeneration
Show Duelist Example Skills
Description : Duelists are flamboyant, energetic, and excel at one-on-one combat. Many Duelist attacks are capable of point-blank interuptions, and the Duelist's primary attribute Fencing allows him to block and counterattack melee attacks from their targeted foe while using a rapier.
Weapons : Duelists exclusively use Rapiers. These are light weight, nimble one handed swords designed for quick and energetic motions. In addition, the Duelists do not use an off hand weapon, shield, or focus. Using one will paralyze their primary attribute, preventing all parrying and blocking from occuring.
Armorment : Duelists use colorful lightweight armor adorned with protective plates in key locations. Duelist armor Insignias provide bonuses depending on how many adjacent enemies are attacking him. The greater the number, the less, or none, bonus there is. The maximum bonus is applied when the Duelist is facing only one opponent.

Attributes________________________________________ ___________________________
Fencing* : Duelists are able to block melee attacks from their target by exchanging their current attack. When this occurs, Fencing skills can be used to issue a spectacular counterattack. The chance to block melee attacks in this way increases 3% with every rank in Fencing. Equiping a shield, or any weapon other than a Rapier, will remove all bonuses from Fencing and prevent parrying. Counterattacks cannot be blocked.
Charisma : The duelist possesses exceptional charisma, and can use this to perform shouts and chants to affect the battle, or maintain a taunt on an enemy to reduce their combat effectiveness. Taunts are not treated as hexes, and thus are very difficult to remove. Taunts end automatically when the tauntee moves far enough away from the taunter. Only one Taunt can be placed on a target at a time.
Artistry : The duelist specializes in fighting flamboyantly, and skills that involve interupting others in close range, or creating illusions with quick movements of their blade and body.
Rapier Mastery : The Duelist's weapon of choice is the nimble Rapier. The rapier is quicker then a sword, slower then a dagger, and deals damage slightly higher than that of a dagger. Rapiers deal both slashing damage and piercing damage.

Psychic / Max Armor Level 70 / 20 Default Energy / +4 Energy Regeneration / +25 Health
Show Psychic Example Skills
Description : With the rise of a new god, new teachings about life arose. Psychics are devout followers of Kormir, and seek understanding and power through the truth of sight and mind. The Psychic specializes in attacking with their fists, while utilizing their mental powers to predict the future actions of an opponent, as well as confuse and damage the thoughts of his foes.
Weapons : Psychics are Pugilists, that is, they rely on their fists to do their damage. Weapons vary slightly, from gauntlets to knuckles to fistplates, but the general theme is that the hands do the talking.
Armorment : Psychic armor is similar to Monk armor, but different in that pieces of metal are incorperated into the layout - to created a layered and banded look that provides greater protection. Psychic armor Insignias provide two effects. The first one increases armor based on the number of Psyche skills present on the skill bar. The other, increases armor based on the number of Psyche skills NOT present on the skill bar.

Attributes________________________________________ ___________________________
Insight* : Through the eye of their minds, blessed by Kormir, the Psychic is capable of perceiving that which has not yet happened, and reacting to it before it has come. Insight also blesses the Psychic with knowledge of the nature of things, and the nature of their mind. For each rank in Insight, non-spell & non-ritual skills activate 4.375% faster.
Pugilism : Through their hands, and the gauntlets they wear to strengthen them, the Psychic masters the art of hand to hand combat. Gauntlets and knuckle weapons use both hands.
Telepathy : With power over the mind, the Psychic is able to redirect the targets of an enemy spell, inflict pain unto their mind and drain their energy, as well as create illusions of the flesh to inflict injury.
Concentration : The Psychic is master of their own mind, and skillful at utilizing abilities to maintain that level of control. With this knowledge of the mind's limitations, they also learn how to alter and confuse the minds of their foes.

Sorcerer / Max Armor Level 60 / 50 Default Energy / +2 Energy Regeneration
Description : Sorcerers excel at mid-range combat, and utilize the reach of their Whip and the nature of their unnatural spells to help keep their distance from close range enemies. It is important to note that Sorcery spells have the highest energy cost of all spells, and are the most unstable of all spells - unlike normal spells, Sorcery spells are not targeted and can damage anyone, friend or foe. Sorcerers utilize their whip by infusing energy into it, then unleashing that energy in a flurry of lashes. All Sorcery based enchantments backlash (deal damage) on the caster when they are removed before they expire naturally. This backlash effect will trigger Attunement.
Weapons : The Sorcerer relies on his primary weapon, a Whip, in one hand and a focus in the off hand. Sorcerer focuses are based on the Attunement, Infusion, and Diffusion attributes. There are no staves and wands of these three attributes.
Armorment : Sorcerer armor is a hedgery of various components of other armor, suited to fit the Sorcerer without hindering their ability to cast spells. Sorcerer armor Insignias provide one of two primary effects, giving additional armor based on the remaining energy the Sorcerer has, or raising the maximum energy of the Sorcerer higher than what a Radiant Insignia alone could do.

Attributes________________________________________ ___________________________
Attunement* : Sorcerers are naturally attuned to magical energies, and each time a non-divine spell is cast on them or affects them they gain 33% of the energy cost of that spell plus 1 energy for every 3 ranks in Attunement. Attunement based spells are unique, in that they require no casting time, but generally have long recharge times.
Whip Mastery : Whips by themselves are not very effective weapons, but together with the arcane abilities of Infusion, a Whip can become a powerful weapon. Whips are weakest of all weapons, attack slower than a sword, but has farther reach than any other melee weapon.
Infusion : Spells based on Infusion are able to draw energy inward, either to damage a single target, or to imbue a weapon with magical energy in order to unleash that energy on the next attack. Some Infusion spells drain all remaining energy, and the damage they deal is proportional to the energy drained (damage per energy point expended). Infusion spells can also be used to give an ally a quick burst of energy, either in the form of regeneration or a large energy spike.
Diffusion : Opposite of Infusion spells, Diffusion spells are able to draw energy outward, allowing them to damage many targets simultaneously, or even deflect damage outwards. Damage deflected with Diffusion spells are not negated, and instead are re-directed to the nearest other creature(s). Diffusion spells can also be used to sap energy from an enemy, spreading the energy outwards and dealing minor damage to adjacent creatures - foe or ally.

Virtuoso / Max Armor Level 70 / 20 Default Energy / +2 Energy Regeneration / +25 Health
Description : The Virtuoso is a master of Signets, and as such a majority of their skills are based on, or are, Signets. The Virtuoso is also able to memorize the skills of others through their signets. "Capturing" a skill in this manner will cause it to replace the Signet for a certain number of uses, after which the original Signet will refresh and the captured skill is forgotten. It is also important to note that while a Virtuoso can affect the skill bar of others, they are not able to actually interupt - or affect - skills that are already being used.
Weapons : The Virtuoso uses a pair of Tonfa, these are designed more for defense and stunning an opponent than dealing damage. Tonfa are the only weapons that include their own armor statistic. Tonfa use both hands, and many Tonfa related skills can cause stunning, or will daze the opponent for a second or two.
Armorment : The Virtuoso utilizes armor that is comprised of layers of cloth and leather, pleated and woven to provide structural support. Virtuoso armor Insignias provide additional armor for each memorized skill, or for each recharging signet.

Attributes________________________________________ ___________________________
Lore* : For every rank in Lore, the number of times a memorized skill can be used once captured increases by 2. Lore based skills are able to affect the skill bars of others, either increasing the recharge time of one skill while decreasing the recharge time of another skill. Lore can also be utilized to cause enemies to force-use a skill against their will, enabling the Virtuoso to capture said skill more easily.
Memory : Memory Signets contain the majority of the Virtuoso's skill memorization abilities. This attribute synergizes very well with Lore.
Symbolism : Symbolism Signets and skills enhance, or augment, existing signets. Either allowing them to be un-interuptable, or hastening their recharge or cast time. Other Symbolism signets can be used to force a re-target of an enemy to something else for their next skill. This can be highly disruptive to characters trying to disrupt someone in battle.
Club Mastery : The Tonfa is the Virtuoso's weapon of choice. Tonfas provide both offensive and defensive abilities, and simply having them equiped will give the Virtuoso an armor boost. Club Mastery skills and attacks are able to both deal damage, as well as increase the defensive nature of the Tonfa, and even deliver conditions to the Virtuoso's enemy.

Wizard / Max Armor Level 60 / 30 Default Energy / +4 Energy Regeneration
Description : Wizards are masters of the magical and the arcane, and while their spells may not be as direct as those of a Monk or an Elementalist, they are unique, adaptive, and powerful none the less. Conjuration and Evocation are the Wizard's offensive attributes.
Weapons : Wizards possess both staff and wand/focus combinations. These artifacts can rely on any attribute of the Wizard, as all are pertinent to casting.
Armorment : The Wizard is poor at donning armor, and instead focuses on enchanted clothing to provide their defense. Wizard armor Insignias provide additional armor bonuses while a spell they've cast is in effect. This bonus is per spell in effect, and includes summoning spells that create a minion, or AoE spells. This bonus only applies to spells cast from the Wizard attributes, and will not work with spells from other classes.

Attributes________________________________________ ___________________________
Evocation* : For each rank in Evocation, spells cast by the Wizard deal 1 additional point of damage of that spell's property everytime that spell does damage. This synergizes very well with spells that deal damage over time, or damage per second (degeneration is not considered damage, and does not count).
Transmutation : Transmutation spells are able to convert health into energy, and energy into health. Transmutation spells can also be used to change the physical shape of a creature, either endowing an ally with a powerful form, or cursing an enemy with a diminutive form. For health and energy conversions that would give more points than the character's max would allow, this max is bypassed and points are added "ontop" of the maximum. These "surpluss" points degrade 20 per second for health, and 1 per second for energy. While health or energy has a surplus, regeneration is ignored. Conversions primarily use a ratio of 10 : 1 for health : energy. Transmutation spells can also be used to morph the area of effect of the Wizard's next spell.
Abjuration : Abjuration spells fortify the Wizard against attacks, can shatter the defenses of his foes, and even unsummon minions and spirits.
Conjuration : Conjuration spells can create golems from the elements, or create clouds and storms to rain down destruction on the Wizard's foes.


These are all the classes I feel guild wars 2 would need, including the already existing classes in guild wars 1.

Below is a list of existing classes and the above mentioned classes with abbreviations.

Warrior ( W )
Ranger ( R )
Monk ( Mo )
Elementalist ( E )
Necromancer ( N )
Mesmer ( Me )
Assasin ( A )
Ritualist ( Rt )
Dervish ( D )
Paragon ( P )
Wizard ( Wi )
Duelist ( Du )
Psychic ( Py )
Acrobat ( Ac )
Sorcerer ( S )
Virtuoso ( Vi )
*Vanguard ( Va )
*Paladin ( Pl )
*Artificer ( Ar )
*Zealot ( Z )
*Theurgist ( T )

All in all, this is 21 classes. 10 original, 5 elite, and 6 standard.

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

-comment no longer valid-

thazel

Frost Gate Guardian

Join Date: Oct 2005

The Last Hero (TLH)

R/

I really think if Im understanding this correctnyl..that the Psychic would be VERY imbalanced in PvP, however the other concepts are great, good work!

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Here are my Observation:

Artificer
-I really like it if they ever implemented this in GW2^^. Kudos!
Sadly I would never play an Asura^^.
Also what makes it different from a Ranger is that this is based on Heavy AoE Damage but for Ranger's are Spike, Interupt and Degen^^.

Paladin
-Interesting cause this class is more based on tanking and Buffing allies^^.
I would 99.9% play this Profession^^!

Quote:
The mace attacks slower than that of a hammer, but does less damage then a sword.
I don't find what makes this nice so it's slower than of a hammer and weaker than sword but it has Armor Penetration?
Sounds like a War with High Strength and a Weak Sword also the Player is have a lag.

Theurgist
-This too, this maybe my Main Character in GW2 if they ever Implement this^^.

From all the CCs I have read this is the Greatedt^^!

Vanguard
-Maybe just maybe I'll play this class^^.
Very unique BTW.

Zealot
-This is like a More Damage Melee Class, This is more based on Damaging than the Sin or Derv. Cause this is a Pure Damager with Hi-Armor but with no healing and supporting.

Quote:
They use the Khopesh (a ? shaped sickle-sword), the Falx (while two handed, the Charr are large enough to wield them with one hand), and the Macana (a paddle shaped sword lined with barbed cutting teeth).
Question what are the unique functions of this weapon?
Only unique thing is that they are able to Dual-Wield (in what I understand) and strike 2 enemies if they are smaller and this are just the Battle Mechanics.
BTW which is very unique^^.
But the Weapons what differs it from others^^.

Acrobat
-Interesting a class which is based on Low Damage but Hi-Speed^^.
I might play it^^. Sounds like my Emissary^^.

Duelist
-This would be a big intimidater with the Spellcasters.
Cause would you like to feel while you cast someone is hitting you which makes it irritating and worst they can interrupt. Even a Bunny Thumper is already irritating^^. Kudos on this CC^^.

Quote:
The Duelist's weapon of choice is the nimble Rapier. The rapier is quicker then a sword, slower then a dagger, and deals damage slightly higher than that of a dagger. Rapiers deal both slashing damage and piercing damage
It is nice but their should be more uniqueness into it^^.

Psychic
-The Insight is too strong it's like an overpowered Fast Casting, Nerf it^^.
Telepathy sounds like Illusion Magic.

Quote:
Psychics are Pugilists, that is, they rely on their fists to do their damage. Weapons vary slightly, from gauntlets to knuckles to fistplates, but the general theme is that the hands do the talking.
Uniqueness level low, What if abling this class from dealing more damage when it is dealing Elemental, Chaos, Holy and Dark Damage or affected by Weapon Spells.

Or read System's Wraith learn from their weapons its very unique^^.

Sorcerer
-Interesting, sadly that is all that I can say.
In the Bright side no Negative Comments^^.

Virtuoso
-Hhmm. Maybe this too I would play^^.
Cause it sounds like a Blue Mage^^.

Wizard
-Might wanna change the name to Summoner sounds nicer^^.
But sounds a little ele, just base on more Living Creatures that have skills and Strong as a Flesh Golem.
Try, reading Actionjack's Conjurer^^.
Or my Guardian/Magus^^.

Overall

You're Score is :
8/10
^^! Incredible, You might be th most creative person I have ever met^^.
Kudos on you're work!

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

(content removed for courtesy of previously transpired events)

Mr. G

Mr. G

Desert Nomad

Join Date: Jul 2006

S. Wales

Mo/Me

Sort it, Re-post it, Take time to mold each class. Then i'll read it.

CC's should by like your babies ^^

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Quote:
Originally Posted by Mr. G
Sort it, Re-post it, Take time to mold each class. Then i'll read it.

CC's should by like your babies ^^
This forum does not support HTML coding so I cannot make better dynamic organization of things. I made use of indentations and font styles to organize this as prominently as possible without making each class cluttered or too large. I made this as organized as I felt was needed. If you want an individual thread for each class well, I would disagree there.

edit- I've categorized them alphabetically now. I hope this helps. If you feel there are other organizational improvements that could be made, please tell me.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

These are well thought out, and plenty are actually quite functional, though:
Quote:
Originally Posted by Dubby
Of course there are new avenues classes could take. Take alook at the thread I just posted listing 11 concept classes. A new class has to offer something just that - new - to the battle field. I'm looking through alot of the "CC" entries here, and alot of them make me giggle. They're silly, include artwork stolen from other sites, games, artists, etc., and make little sense of the combat equilibrium. There's certainly room for new classes, but there's not alot of room. Only some things will work, alot of things won't work.
Where are your - new - addition to the battlefield for these classes? I'm having trouble getting them out of the discriptions you have provided, especially the fighter like elite classes(how do you plan to implement those? prestige classes like?)
Not saying they ain't there just that I can't find them.

The teurgist on the other hand has a pretty obvious one and therefor I think it is a good class; it would add the semi-blocking line, which works like a lure in both PvP and PvE. While hanging back the area seems safe and the wards are low/inactive(teurgist out of range or nearly out of range), a foe crosses in to the area with the wards, the teurgist runs in, the wards flare up(he doesn't need to cast them just get closer to them) and the enemy has just been lured into a trap.
The - new - function of controlling escape routes/attack routes is added to GW just like the faction classes added strategic functions that really changed the game.(NF classes never really did for me what sin and rit did)

Additionally I have played an Acrobat from TESII up till TESIV and the only time your standing still is if you are on top of something throwing stuff(or shooting arrows/bolts) at foes who can't get to you.
There is little room for stances if you never stand still.(even if in GW you can be in a stance while moving, acrobats should use some type of movement skills, that force movement or require you to be moving)

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Quote:
Originally Posted by System_Crush
These are well thought out, and plenty are actually quite functional, though:

Where are your - new - addition to the battlefield for these classes?

Additionally I have played an Acrobat from TESII up till TESIV and the only time your standing still is if you are on top of something throwing stuff(or shooting arrows/bolts) at foes who can't get to you.
There is little room for stances if you never stand still.(even if in GW you can be in a stance while moving, acrobats should use some type of movement skills, that force movement or require you to be moving)
Okay, I apologize if the descriptions are difficult to understand, so here is a recap to help illustrate each class's unique function :

Acrobat : Enemy fishing, able to attack (though weak, and half range) while moving.
Duelist : Introduces Taunts (Shout based hexes), and thrives at 1 on 1 combat.
Psychic : Introduces Psyche skills, utilizes a new condition (Confusion, auto adjacent re-select of next target sometimes), and incorperates hand to hand combat.
Sorcerer : [less unique] Manipulates energy, and energy of others to deal damage or imbue objects with energy to discharge on next attack (spikes).
Wizard : Able to modify the aspects and area of effect of spells with pre-cast spells.
Virtuoso : Almost fully Signet & Glyph based class, able to utilize Confusion and memorize the skills of others.

*Artificer : Introduces increased long range, slow fire weapon (sniping), alchemical modification of weapons and armor, and remote controlled trap effects.
*Paladin : Introduces divine based abilities, adjacent ally defense, and mobile wards (weaker then stationary wards).
*Theurgist : Introduces wand mastery, some divine based spells, and instrumental wards that require proximity to the caster in order to operate.
*Vanguard : [less unique] Powerful beast barbarian utilizing large weaponry.
*Zealot : [less unique] Introduces independent dual wielding.

Acrobat's stance abilities are driven, or fueled, by movement speed. Acrobat specific stances require the Acrobat to slow down in order to use the stance, and the Acrobat's primary attribute helps counter this effect.

Since ANet is introducing a species selection system, there is a fair chance that the species will have their own individual statistics that help differentiate them from the other playable "races". So, in effect, they are adding a third class onto the existing system. Elite Classes would need to be unlocked by playing the game with a certain race(species), then ultimately during the latter course of the game unlock said class. Elite classes are slightly stronger than standard classes. Races, obviously, are not changeable. However, in my personal opinion, I think there is a reasonable chance that the "primary" and "secondary" classes in GW2 will both be re-assignable - while the character's race cannot be adjusted. If this is not the case, then an "Elite" class simply means a class that is limited to a specific race and may suffer attributal penalties for their secondary class in order to balance the class equation out.

I hope the above information helps clarify your questions.

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Quote:
Originally Posted by [M]agna_[C]arta
Here are my Observation:
...........
Okay, thank you for reading through all the concept classes individually. Here is an individualized response to each of your comments :

Artificer : Not AoE damage, but slow firing long range damage. Firearms have their own unique statistics for range and firing speed, enabling the Artificer to switch weapons depending on the situation. A bolt action rifle, for instance, would have an extreme long range. While a crossbow, or a repeating crossbow, would have a range similar - or shorter - than that of a Longbow, and a considerably faster firing rate then that of the rifle.

Paladin : About maces... that was a typo, sorry, thank you for pointing that out.

Theurgist : Thank you, I like them too - and the Sylvari look cute.

Vanguard : Thank you.

Zealot : Yes, they are a primary damage dealer with very, very little (if nothing) in the means of self healing and protecting others. Of course, this is completely justified by the nature of the Charr. Simply said, "It's a Charr." Here are visual links to the weapons :
Khopesh : http://en.wikipedia.org/wiki/Khopesh These weapons are very sinister looking, and used right, could cause massive gaping wounds because of the blade's inherent ability to drive into a target's body and essentially, rip itself out.
Falx : http://en.wikipedia.org/wiki/Falx A Falx is a type of shield piercing sword. The weapon is large, usually with a 2-3 foot long handle. It is two handed for a human, but Charr are very large, and would likely wield it with only one hand.
Macana : http://en.wikipedia.org/wiki/Macana The Macana is a more primitive weapon, but is excellent at causing violent slashing wounds because of the many sharp teeth on the blade.
Each weapon has an associated bonus. For example, a single Khopesh blade could have anywhere from a 1% to a 7% chance of causing a deep wound for several seconds when it strikes. A Falx has a natural 5-20% Armor Penetration. A Macana has a 5-25% chance of causing bleeding for several seconds with each strike. This allows the Charr Zealot to use their ability to dual wield to apply conditions with their attacks. More weapons to this list could be added later, too.
Acrobat : Thank you.

Duelist : While they may be able to interupt spells at point blank range, they can't actually protect themselves from the spells if they go off successfully, or are setup to be non-interuptable. A Mesmer would be a very difficult (if not impossible) opponent for a Duelist. A Rapier is a personal preference, and I feel it suits the class description very well.

Psychic : <insights effect has been changed>

Sorcerer : Thanks, they're simple, but also not something that currently exists.

Virtuoso : Sort of, except they don't use spells.

Wizard : The wizard specializes in manipulating spells, Evocation and Conjuration are their damaging attributes. Spawning an elemental creature would be only a small part of their role, and not justifying enough to support renaming the class into a Conjurer or Summoner. "Conjuration" refers primarily to area based spells, such as spells that create clouds or hazes, like firestorm for instance. These offensive spells synergize very well with Evocation, which uses only single-point attack spells.

Thanks for the score!

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Acrobat : Enemy fishing, able to attack (though weak, and half range) while moving.
Duelist : Introduces Taunts (Shout based hexes), and thrives at 1 on 1 combat.
Psychic : Introduces Psyche (Pre-counter skills), utilizes a new condition (Confusion, auto adjacent re-select of next target), and incorperates hand to hand combat.
Sorcerer : [less unique] Manipulates energy, and energy of others to deal damage or imbue objects with energy to discharge on next attack (spikes).
Wizard : Able to modify the aspects and area of effect of spells with pre-cast spells.
Virtuoso : Almost fully Signet & Glyph based class, able to utilize Confusion and memorize the skills of others.

*Artificer : Introduces increased long range, slow fire weapon (sniping), alchemical modification of weapons and armor, and remote controlled trap effects.
*Paladin : Introduces divine based abilities, adjacent ally defense, and mobile wards (weaker then stationary wards).
*Theurgist : Introduces wand mastery, some divine based spells, and instrumental wards that require proximity to the caster in order to operate.
*Vanguard : [less unique] Powerful beast barbarian utilizing large weaponry.
*Zealot : [less unique] Introduces independent dual wielding.
Thank you that is much clearer, though you did not write for all of them what new they bring to the battlefield, some you just mentioned what their attributes do instead of what the combined force of the atributes behind the whole class would be.

Acrobat - Enemy fishing, drive by
Might change the way people attack, as combat would become less stationary and more dynamic
Duelist - Taunts, 1 on 1 combat.
Might give elementalists their role as best damage dealers in the game back(says so in Prophesies manual, but warriors have always been better and sins are clearely better) a highly needed rebalance, question is will it work?
Psychic - melee counter casting caster, also spiker
ints a class which would be a much better interupter than we have with a bit of damaging on the side, sadly I can't tell what else it does other than the job of a ranger with the prioreties inverted and melee.
Sorcerer - energy denier&energy battery also deals damage in 2/3 diferent ways
It would be a huge pain to balance, but energy controll is a tactic that could become just as important as monking in which case it would be a greatly enriching addition.
Wizard - a jack of all trades magic class?(exept spiritual magic users: monk&rit)
Does have a point, it might end the requests for some kind of profession changing class, but I can see nothing world shattering.
Virtuoso - skill leacher, anti interupter
leached skills still do the same thing as when before they where leached, though anti interupting could make a great new way to support people.
Might force people to think about taking a build that can defend against it's self, because an enemy virtuoso might beat them at their own game, though the chance of that is small as there most builds are made to be good all round and would be unaffected.

Artificer : Introduces increased long range, slow fire weapon (sniping), alchemical modification of weapons and armor, and remote controlled trap effects.
That is just what their attributes do. I agree that this combination would make them a marvelous sniper but what does that add to GW other than a better ranged spiker than the ranger.
(also I hate combining magic and technology in 1 class, I'll spare you the 2 page explantion)
Paladin : Introduces divine based abilities, adjacent ally defense, and mobile wards (weaker then stationary wards).
Again what their attributed do, though they are an elite class meanign they are a build off/addition too existing class combinations, having the same rolw as these class combination would then be logical making elite classes less unique.
Theurgist : Introduces wand mastery, some divine based spells, and instrumental wards that require proximity to the caster in order to operate.
While wand mastery seems like just another way to deal ranged damage, as I said I like the proximety wards, being able to increase or lower the effects of AoE durations skills whenever you want to offers wonderfull controll, controll that no other class has had as of yet.
Vanguard : [less unique] Powerful beast barbarian utilizing large weaponry.
unlike the paladin this offers less differing functions from the W/D it would come out of, actually it might have less functions all in all.
Zealot - [less unique] Introduces independent dual wielding.
This does a better job at bing a improved version of the Du/W W/Du A/Du Du/A it comes out of, basically because it betrays less what classes it is made out of terby meanign it is more diverse in its functions.
As for how to implent them, a Char would have trouble with charisma so they would have this instead of Duelist allowing to make up for it, but in tun sacrefcing the abilety to have a second profession.
(seems good to me that in order to have a more powerfull elite professions you would not be allowed a secondairy class on top of that)

But all in all these explenations helped a lot, its a lot clearer what to amke out of it.

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Quote:
Originally Posted by System_Crush
(also I hate combining magic and technology in 1 class, I'll spare you the 2 page explantion)
Y'know, this is kinda interesting, but if you go check the information about Asura... it states they're magically adept AND technologically skilled. I don't really mind either way, Arcanum was neat but I don't see a reason why magic/technology would adversely affect one another.

edit : <psychics have changed somewhat>

Wizards are actually capable of dealing some astounding amounts of damage with damage over time spells - ie: firestorm or a Conjuration variant. They are kind of a jack of all trades, but as a benefit of being diversified they're also able to control their spells much better, and can take one effective damaging spell, and use transmutations to turn it into many different spells depending on the situation. For example they could take a spell that normally targets only a single enemy, transmute it into an area spell (which would alter the damage it does). They could also use this to transmute normal area spells into trap-like spells that don't discharge until triggered. Abjuration also allows them to break hexes, enchantments, and dispell summoned minions and spirits individually. There's alot of tactical potential with Transmutation, Abjuration, and Conjuration. Evocation is really just their straight & forward attribute.

Artificers, yeah, they are basically a variant on the Ranger. However, because of how Firearms works, and how firearm weapons work, they're more versatile than Rangers in ranged combat.

As for the Wand Mastery on Theurgists - it is just another way to deal damage, but there's no real focus on wands right now and it fits well with the theme of their Instrumentation attribute.

Vanguard - I couldn't think of much else for them. Essentially it seems the Norn are basically barbarians. I don't know how true this is or not, since none of us have Eotn yet or can peer into the heads of the devs working on GW2. I'll get to thinking and see if I can't come up with something else, but for now this is the best I could come up with. (Besides, ball & chain would be fun.)

I'm not sure if Zealot came out of other class combinations. Basically, the idea came from post-searing ascalon. When I played that area, Charr rampaging towards you were scary, and the big ones that get you worried were the warriors that just charge on up and start bashing. Lore states that the Charr are pretty messed up from a civil war, so a "last true battler" seemed a fitting class - plus if you imagine it, it just fits well with the way Charr look.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

WONDERUS WORK!

(more review later to come)

------------------------------------
oh, and @Dubby, which one is your favorit?

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Quote:
Originally Posted by actionjack
WONDERUS WORK!

(more review later to come)

------------------------------------
oh, and @Dubby, which one is your favorit?
Oh wow, that is... just so hard to decide. Lol.

I designed these classes to offer unique aspects to gameplay - which is what every class should do (with maybe an exception to elite classes, they're special anyways) - and still offer fun gameplay.

I'd probably be torn between a Wizard/<insert other caster> because of how they can meddle with the shapes and effects of other spells... or an Artificer/Ranger - because I love to snipe (and lord knows how useful remote controlled traps could be).

About the Elite + secondary. Yes, I think this should be possible, but there should be an attribute penalty to the secondary class. For instance, currently the max plain attribute is 12. If you had an Elite Class, then your secondary's class would have a max plain attribute of 8 for instance (thereby removing the ability to use alot of stuff on the other attribute, but for some cases this could still be useful). Mainly Artificer/ranger because... traps, and long range attacks.

I may need to explain the Psychic better, they're unique, but very... odd (and yet at the same time, don't seem that way).

Hikan Trilear

Frost Gate Guardian

Join Date: Feb 2007

Quote:
Originally Posted by Dubby
Acrobat / Max Armor Level 60 / 25 Default Energy / +3 Energy Regeneration / +5% Movement[INDENT]Description : The Acrobat is a master of stances, movement, and hurling objects at targets with great accuracy and speed. They are nimble, flexible, and adept at avoidance and silent movement.
Weapons : Acrobats utilize thrown weapons. These weapons have half the range of a longbow, but can be used with greater speed and used while moving. Throwing weapons are small, and deal less damage than a dagger does but can be used rapidly and even while moving. The Acrobat can only throw at targets she can see, and only at targets to her sides or infront of her - she cannot attack what is behind her while moving. Acrobats may use a shield or focus in their off hand without suffering penalties to their ability to throw.
Armorment : Acrobats use little in the way of armor, preferring to utilize their skills and stances for defense, rather than what they are wearing. Acrobat armor Insignias provide additional armor for being in a stance, or additional armor while moving.

Attributes________________________________________ ___________________________
Athletics* : For every rank in Athletics, the Acrobat moves 3% faster. The movement increase from their armor, and from Athletics, raise the maximum cap for movement increases instead of adding to the current movement bonus, thus allowing the Acrobat to achieve great speeds.
Mobility : The feet are very important to an Acrobat, as are the stances she can maintain with them. Mobility stances help provide the Acrobat with vital defenses. These stances however require an expendeture in the movement of the Acrobat, slowing them down slightly. Because of this, Mobility and Athletics synergize very well.
Throwing Mastery : Acrobats are masters of the throwing dart, the throwing star, and many other types of small thrown weapons.
Aeriform : Limitations of the body need not always apply to the nimble Acrobat, by harnessing magical energies the Acrobat can enhance their agility to unnatural levels. In addition, the same magical powers can be used to affect the footing of those in battle - from speeding up his allies, to slowing down his enemies.
I had an idea almost exactly like this one, except with my idea the acrobat (I had actually thought of that exact same name for it) didn't use any weapons, instead it equipped gloves and used things like KD and interrupts.

Anyway, I like alot of your ideas.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Quote:
Artificer : Not AoE damage, but slow firing long range damage. Firearms have their own unique statistics for range and firing speed, enabling the Artificer to switch weapons depending on the situation. A bolt action rifle, for instance, would have an extreme long range. While a crossbow, or a repeating crossbow, would have a range similar - or shorter - than that of a Longbow, and a considerably faster firing rate then that of the rifle.
Oh, I was thinking of Explosion and AoE cause of Firearm and Demolition^^.

Quote:
Paladin : About maces... that was a typo, sorry, thank you for pointing that out.
No Problem^^.

Quote:
Theurgist : Thank you, I like them too - and the Sylvari look cute.
You're Welcome^^!

Quote:
Vanguard : Thank you.
You're Welcome^^!

Quote:
Zealot : Yes, they are a primary damage dealer with very, very little (if nothing) in the means of self healing and protecting others. Of course, this is completely justified by the nature of the Charr. Simply said, "It's a Charr." Here are visual links to the weapons :
Khopesh : http://en.wikipedia.org/wiki/Khopesh These weapons are very sinister looking, and used right, could cause massive gaping wounds because of the blade's inherent ability to drive into a target's body and essentially, rip itself out.
Falx : http://en.wikipedia.org/wiki/Falx A Falx is a type of shield piercing sword. The weapon is large, usually with a 2-3 foot long handle. It is two handed for a human, but Charr are very large, and would likely wield it with only one hand.
Macana : http://en.wikipedia.org/wiki/Macana The Macana is a more primitive weapon, but is excellent at causing violent slashing wounds because of the many sharp teeth on the blade.
Each weapon has an associated bonus. For example, a single Khopesh blade could have anywhere from a 1% to a 7% chance of causing a deep wound for several seconds when it strikes. A Falx has a natural 5-20% Armor Penetration. A Macana has a 5-25% chance of causing bleeding for several seconds with each strike. This allows the Charr Zealot to use their ability to dual wield to apply conditions with their attacks. More weapons to this list could be added later, too.
Oh, Thanks for the info^^.
Quote:
Acrobat : Thank you.
You're Welcome^^!

Quote:
Psychic : Insight only applies to "Psyche" based skills. This is balanced by the fact that many of these skills have a naturally slower casting time and a lengthy recharge time. Insight enables these skills to be activated instantly with a roughly 2/3 chance of success with a maximum Insight attribute. While the attribute may sound overpowered, the skills themselves would be the source of the balancing effect. This also makes secondary Psychics more difficult to play.
Understood ^^!

Quote:
Wizard : The wizard specializes in manipulating spells, Evocation and Conjuration are their damaging attributes. Spawning an elemental creature would be only a small part of their role, and not justifying enough to support renaming the class into a Conjurer or Summoner. "Conjuration" refers primarily to area based spells, such as spells that create clouds or hazes, like firestorm for instance. These offensive spells synergize very well with Evocation, which uses only single-point attack spells.
Doesn't that make it into an ele?

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Hi, if it may help here are some CC Models^^.

http://s153.photobucket.com/albums/s234/Parseface/

Got to the Concept Class Folder^^.

BTW can you syllabicate the "Theurgist"^^.
Please and Thank You^^!

nebojats

nebojats

Frost Gate Guardian

Join Date: Nov 2006

Thailand

Mo/E

Wow... what a ton of ideas. It's like this whole forum has been squished into one very compact post!

I like the ideas. I've seen many of them before but it's still an impressive collection.

The biggest problem is like System Crush said: what's the novel function? Not new skill types or original attributes (which you listed in response to SC's post), but how this class works in relation to other professions unlike existing classes. That's pretty impossible to discuss for two reasons: your summaries of each CC are really short, undetailed, and open to interpretation; and you have listed what could easily be 11 threads in one post.

The Concept Class forum is currently being overwhelmed by idiocy. Sadly, it has seen much better times...

It seems to be widely accepted (or it was in the past) that a good CC needs: novel mechanics/skills, an original role, and an interesting identity. The vast majority of this new wave of bad CCs can't get any of these right. Your ideas on the other hand are full of unique mechanics. Being so compact though, your OP misses out on roles and identities.

This thread's lack of details is great for inspiration to game designers, but not very convenient for forum discussion (at least for me). Since the original purpose was to send this to Gaile, good job.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

I think nebojats is just jealous...

Q2: Which of the novel mechanics do you like the best?

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Quote:
Originally Posted by actionjack
Q2: Which of the novel mechanics do you like the best?
Oh definately Wizard. Mo/Wi for example could combine Heal Other & Jamei's Gaze with the Wizard's Transmutation line of spells to change the area of effect of those two spells. Since this is a modification on the spell, and it'd still directly target whoever it'd hit, the monk's divine favor would also kick in. So a Mowi would make a great flexible healer, on the downside they' dhave less protective abilities then a Mo/W would with defensive stances. Second, a Wi/E would more then likely be the master of all things AoE. Crank up Evocation to synergize with spells, and use fire magic with transmutation & some conjuration. Conjuration spells don't do sole damage like elementalist spells do, they also do effects - like a hex would - but in an area. IE: an example might be a noxious haze spell that creates a funky colored cloud on the ground that gives fleshy creatures a chance to miss with attacks - plus conjuration could be used to give yourself an elemental bodyguard. And there's no telling the havoc a Wi/Me could reap.

nebojats

nebojats

Frost Gate Guardian

Join Date: Nov 2006

Thailand

Mo/E

Quote:
Originally Posted by actionjack
I think nebojats is just jealous...
Guilty!

But I do think these ideas are more like inspirational designs rather than CCs... not to belittle them! You know what I mean! Mechanics, role, identity. With all of these CCs, the second two are left up to the imagination. Not saying that's a bad thing, I'm just a guy who likes some detail.

Also, I felt like this guy deserved a response, but I didn't have it in me to seriously think about 11 classes and thoughtfully critique them all. Being the perfectionist I am, that would take the better time of the next year.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

I feel you nebojats, I feel you.

I am mad jealous too... its hard to bite down you pride and claim someone is better than you... but in this case... I guess we all must, at this wonderful piece of work.

But in all case... agree with nebojats... its a good compress list of many thing on the fourm.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

"God made everyone even, Jealousy is a Sin."

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

ideas on how these classes could work in tandem with existing ones :

Dervish/Acrobat -> Using throwing weapons combined with Avatar of Lyssa and Pious Haste, would make a character able to frantically run around casters, pelting them with fast hitting low-damage ranged weapons which would spike for 40-50+ damage when a skill usage is hit, because of how Lyssa works.

Ritualist/Theurgist -> Could spam spirits and protect them with instrumental wards that activate on the user's presence. This allows the rit to setup a "base" to operate from, that they can re-setup, or return to later. The wards would be stacked with several instruments (such as staves or charms) to protect the spirits.

Virtuoso/Mesmer -> Finally, a use for keystone signet. This build could rampantly memorize skills from enemies and allies in battle, use them against his foes, etc. The main advantage of skill memorization is there are not limits on what can be memorized - this includes elites. While the memorized skills would be cast at a weaker state - say, the memory attribute would affect how strongly a skill is memorized, up to 50% strength or so. Still, this could allow a clever Vi/Me to control the enemy's elites and use them against them.

Monk/Wizard -> The flexible party healer. Uses transmutation spells to modify healing spells to area or party targeted spells - doing this still makes the spells target the party member, so bonus healing from the monk's primary attribute still kicks in. Downside is transmutation spell modifiers only work on one spell at a time, so the modifiers would need to be recast each time (this in itself is a balancing act).

Wizard/Elementalist -> The area nuker. Synergize Evocation with Fire magic, with some transmutation and conjuration on the side. All of a sudden those seemingly weak and useless Fire Magic AoE spells suddenly become strong and useful.

Duelist/Assassin -> Combining the anti-melee abilities of the Duelist and a Rapier, with the abilities of shadow arts and deadly arts to apply conditions and lower their armor.

Necromancer/Wizard -> The real vampire. Since life stealing spells don't technically do damage, evocation is worthless to use - therefore necromancer is the primary class. However, slap in transmutation spells for additional energy management since some transmutation spells can convert health into energy - and life stealing spells could be used to restore the health.

Artificer/Ranger -> Trap and shoot character. Wilderness survival and demolition combined to lay many traps in one area, retreat, use long range firearm to get the attention of desired enemy. Lead them into the trapped area, then detonate the artificer traps remotely while the wilderness traps go off automatically. Big boom.

Zealot/Elementalist -> Because of the zealot's fire prayers, and the fact they can use enchantments in that attribute line to endow their weapons with fire damage, this will stack naturally with Conjure Flame and Mark of Rodgort. Plus, Charr like fire so this is an obvious combination.

Paladin/Sorcerer -> Utilize the Paladin's aura abilities with the Sorcerer's Infusion & Diffusion abilities. The auras should compliment the mid-range nature of sorcery spells.

Assassin/Sorcerer -> Deadly Haste to jack up the speed and recharge of sorcery spells - virtually all of which are mid range.

Theurgist/Ranger -> Instrumental trapping. Place instrumental wards in areas you plan to use wand mastery to do damage with, and place traps in areas around those wards (or in them) to smite enemies who get too close. Wand Mastery, Instrumentation, and Wilderness Survival.

Vanguard/Elementalist -> Tank, anyone?

Acrobat/Duelist -> Utilize fast movement with the duelist's line of taunts and shouts to debilitate the enemy group while evading attacks.

Paladin/Necromaner -> Fitting for a Paladin of Grenth. Uses as high as possible death magic combined with Paladin auras to greatly strengthen the minion's survivability and damage dealing. Guardianship can be used to keep minions alive at close range too.

Paragon/Duelist -> Multipurpose shouting, chanting, taunting, and echoing.

Duelist/Ritualist -> Vocal was Sologan (whatever) could potentially increase the duration of taunts, making them more useful.

That's all I could think of for now.

Redwinter

Academy Page

Join Date: Jan 2006

[BotW]

Me/

I was actually writing up a stance based rapier-using class... Just to throw some ideas out there, maybe to be merged or taken into account with the Acrobat Class...

Forgive me for borrowing from your formatting, but I figured it made it easier to compare.

Swashbuckler - Armor 70, 30 energy, +3 energy regeneration.
Description: The Swashbuckler is a melee combatant who strides into battle, depending on skill and alertness rather than the strength of her shield. Wearing loose cloth and wielding a lightweight blade to allow freedom of movement, the Swashbuckler dances across the battlefield, a storm of rapier techniques.
Weapon - The Rapier (Also Foil, Blade, Cutlass, Edge, Epee, Cutter, Lancet, Point), is a narrow and flexible sword, dealing 10-20 damage at maximum ranks. However, this is made up for by the fact that it increases in attack speed, to a maximum of 1 attack a second, with ranks in Rapier Mastery.
Armor - The Swashbuckler wears loose clothing, often heavily decorated to distract or draw the attention of the enemy. The headgear of a Swashbuckler is a 'hat'.
--------------
Attributes
Technique* - Once a stance ends, there is a 3% chance per rank in Technique for that stance to be reapplied, at half the attribute level. This 'Technique Stance' does not interfere with any new stances. For every 6 ranks in Technique, you may maintain an additional Technique Stance.
Technique skills enhance your stances and include a number of defensive and support abilities.
Rapier Mastery - Rapier Mastery skills differ wildly from the attack skills of other classes. Rather, attack skills in this attribute are mostly stances in and of themselves, affecting your next attack, or your next three attacks, and such.
Footwork - Footwork skills give the Swashbuckler the ability to not only move quickly around the battlefield, but to step in and offer his allies a moment's protection of her blade.
Luck - Swashbucklers seem sometimes blessed by Lyssa, as they escape mortal dangers unscathed or make a crucial action succeed. Luck skills give the Swashbuckler defenses against those threats that would cripple her - the ability to escape AoE strikes, hexes or conditions.
With the concept that the Swashbuckler uses stances to attack, ie. "Stance. Your next 6 attacks do +7 damage and inflict weakness for 1 second.", and the ability to have more than one such skill in place (with the 'techniques' being weaker as a result), the Swashbuckler isn't so much frontloaded (Assassin - spiking right off the bat) or backloaded (Warrior - gaining adrenaline to hit harder later), the Swashbuckler is instead a consistent threat. Of course, trying to use stances as both attack and defense would be hazardous at best - so a small but fair number of skills would wind up as 'Skills' - akin to Critical Eye.

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Interesting. Personally, I chose to stay away from a stance enhancing class for one reason - it would allow people to compound several stances ontop of enchantments, weapon spells, etc. and there's no telling how excessive it could become. Which is why i chose for an Acrobat, with its own unique aspect of gameplay - which diversifies what is already present. I suppose you could call aggressive Acrobat builds "gnats", or "mosquitos" - because that is exactly how they would operate vs. stationary characters. That way, they would be very effective at pressuring casters, monks, etc. but would be very susceptable to any number of slow hexes and crippling attacks - their increased movement however, would make them harder to strike with arrows and firearms.

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

I would also like to add that, in essence, with ANet adding selectable species/races/etc. to GW2, there is a fair chance that each will have his or her own personal statistics - completely apart from the class's attributal statistics. If so, this also adds a layer of complexity and diversity to each class, and subsequently each combination of said classes.

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

I know I said I didn't want to, but I'm bored. Exams, and studying, are very tiring and this is to take my mind off them - and to give more info on my classes, one at a time. Also, keep in mind that GW2 is supposed to have jumping, climbing, and swimming.

These are conceptual skills for the Acrobat class to help flesh out the full feel of said concept.

Athletics_________________________________________ _________________________
For every rank in Athletics, the Acrobat moves 3% faster. The movement increase from their armor, and from Athletics, raise (STACK with) the maximum cap for movement increases instead of adding to the current movement bonus, thus allowing the Acrobat to achieve great speeds.
Hustle
5 Energy / 10 Sec. Recharge
Stance. For 1...9 seconds, you run 25% faster.

Burst of Speed
15 Energy / 15 Sec. Recharge
Stance. For 10 seconds, you move 1...45% faster. When this Stance ends, you are slowed 33...20% for 5 seconds.

Leaps and Bounds
5 Adrenaline / ¼ Sec. Cast / 20 Sec. Recharge
Skill. For 15 seconds, you jump 10...33% higher, and 1...5 feet farther.

Roaring Bits
5 Adrenaline / ¾ Sec. Cast / 15 Sec. Recharge
Skill. For 1...10 seconds, your throwing attack speed is increased 33%.

Acceleration
3 Adrenaline / ¼ Sec. Cast / 5 Sec. Recharge
Skill. For 10 seconds, each second you spend moving you gain a movement boost of 1...8% for 5 seconds.

*The Notion of Motion* [elite]
8 Adrenaline / ½ Sec. Cast / 30 Sec. Recharge
Skill. For 20 seconds, you climb, jump, and swim 10...75% faster.
Mobility__________________________________________ ________________________
The feet are very important to an Acrobat, as are the stances she can maintain with them. Mobility stances help provide the Acrobat with vital defenses. These stances however require an expendeture in the movement of the Acrobat, slowing them down slightly. Because of this, Mobility and Athletics synergize very well.
Supervenience
-33% Movement / 15 Energy / 60 Sec. Recharge
Stance. For 10...30 seconds, if a Throwing attack is interupted the interupter is struck with an immediate reprisal attack, if this reprisal attack contacts successfully, the weapon continues moving through the air to strike the original target that the triggered attack was interupted for. If the interupter and original target are the same, the target is hit twice. Each time a reprisal in this manner occurs, you lose 1 strike of Adrenaline or Supervenience ends.

Boomeranger
-25% Movement / 10 Energy / 30 Sec. Recharge
Stance. For 5...20 seconds, once arriving at a target, thrown weapons will complete a return trip to the attacker (you), grazing any enemies in their path for 10...25% damage. These grazes count as individual attacks.

Puddy Swap
-15% Movement / 5 Energy / 10 Sec. Recharge
Stance. For 15 seconds, the next time you are struck in melee your attacker is slowed 5...50%, and your movement is increased by 5...50% for 5 seconds.

Lunatic
-5...30% Movement / 3 Adrenaline / 5 Sec. Recharge
Stance. For 3...5 seconds you attack 25% slower and you have a 33...75% chance to dodge attacks.

Fancy Feet
-20% Movement / 8 Adrenaline / 10 Sec. Recharge
Stance. For 5 seconds, enemies near you that have a movement boost lose that movement boost if they are moving while near you. This does not cancel the enchantment, skill, or stance that is providing the boost, only nullifies it.

*Perfect Avoidance* [elite]
-50-75% Movement / 10 Energy / 20 Sec. Recharge
Stance. For 5...10 seconds, you cannot be the target of projectile attacks.
Throwing Mastery___________________________________________ _______________________
Acrobats are masters of the throwing dart, the throwing star, and many other types of small thrown weapons. (These are not like throwing spears, think throwing darts, throwing stars, etc. These do less damage than a dagger, but attacks slightly faster.)
Bullseye
3 Adrenaline / 2 Sec. Recharge
Preparation. Your next attack skill cannot be blocked, and does 10...25 more damage.

Savage Intent
4 Adrenaline / 1 Sec. Recharge
Preparation. Your next attack skill causes bleeding for 5 seconds, and does 8...16 more damage.

Petal Storm
7 Adrenaline / 5 Sec. Recharge
Throwing Attack. Release a volley of 4...12 throwing weapons that shower target enemy and enemies adjacent to them. Each weapon only deals 1...6 damage. This skill counts as a single attack, and the damage ignores armor.

Whirling Needles
10 Energy / 2 Sec. Cast / 20 Sec. Recharge
Enchantment Spell. For 5...15 seconds, attacks against nearby enemies also deal 1...15 slashing damage to any foe adjacent to that target. This damage does not ignore armor.

Wild Fling
2 Adrenaline / 8 Sec. Recharge
Preparation. Your next attack skill, if successful, ends any stance on the affected target(s).

Cluster Bits
4 Adrenaline / 4 Sec. Recharge
Throwing Attack. Throw 2...6 throwing weapons at target foe's location. These bits will randomly select and strike enemies on, or adjacent to, the selected target's location - including the target itself. Each successful contact is considered an individual attack.

Double Bit
3 Adrenaline / 3 Sec. Recharge
Throwing Attack. Throw 2 throwing weapons at target foe. These strike for 3...10 more damage each, and are each considered individual attacks.

Savage Bit
5 Adrenaline / 5 Sec. Recharge
Throwing Attack. Unleash a violent attack that deals 1...9 more damage and interupts any action your target is attempting.

Thirsting Intent
[I]15 Energy / 1 Sec. Cast / 20 Sec. Recharge
Enchantment Spell. For 5...15 seconds, throwing attacks you make also steal 1...5 health.

*Cruxing Wave* [elite]
10 Adrenaline / 15 Sec. Recharge
Elite Throwing Attack. All foes in the area are struck 1..3 times with a volley of high arcing, high velocity throwing weapons.

*Orbital Bits* [elite]
15 Energy / 1 Sec. Cast / 15 Sec. Recharge
Elite Enchantment Spell. For 10 seconds, whenever a Throwing attack you make misses, the weapon returns to you, and makes 3...9 orbits around you. Enemies caught in the path of an orbiting weapon will be struck for 50...80% damage. If an orbiting weapon is blocked, it stops orbiting. Attacks from an orbiting weapon are considered melee attacks, not ranged or projectile.

*Magnum Bit* [elite]
3 Adrenaline / ½ Sec. Recharge
Elite Preparation. Your next throwing attack skill deals 5...25 more damage to your first target, and then travels through that target - striking any other enemies within a straight line extending 15 feet away from them in the direction the bit is traveling. This attack travels twice as fast as normal.
Aeriform__________________________________________ ________________________
Limitations of the body need not always apply to the nimble Acrobat, by harnessing magical energies the Acrobat can enhance their agility to unnatural levels. In addition, the same magical powers can be used to affect the footing of those in battle - from speeding up his allies, to slowing down his enemies.
Leap
5 Energy / ¼ Sec. Cast / 8 Sec. Recharge
Skill. Leap into the air and travel 2...14 feet. *This can be used to leap over an enemy, or avoid a trap, or even get out of a tight spot.

Dancing Winds
15 Energy / 2 Sec. Cast / 30 Sec. Recharge
Enchantment Spell. For 5...20 seconds, if you are knocked down you stay down for only 80...30% of the knockdown's duration, and rebound at a 3 foot distance to your knocked down location. When this happens you lose 2 strikes of Adrenaline or Dancing Winds ends.

Head Vault
15 Energy / 12 Sec. Recharge
Skill. For 3 seconds, if you are attacked in melee range, the attack is evaded, your attacker is knocked down, and you backflip 1...8 feet away from them.

Transfer of Motion
5 Energy / 5 Sec. Recharge
Skill. For 5...10 seconds, target other ally receives your highest movement bonus and you lose all movement bonuses for 5 seconds.

Reversal of Motion
10 Energy / ¾ Sec. Cast / 10 Sec. Recharge
Skill. For 5...10 seconds, target enemy has their movement reduced by the same amount as your highest movement bonus and you lose all movement bonuses for 10 seconds. (combine with major self-speed boosts to immobilze an enemy)

Curtailing Wave
10 Energy / 1 Sec. Cast / 15 Sec. Recharge
Hex Spell. Nearby enemies are struck and hexed with Curtailing Wave. If hexed by Curtailing Wave, movement is slowed by 5...25% for 5...10 seconds.

*Celerity* [elite]
20 Energy / 3 Sec. Cast / 25 Sec. Recharge
Enchantment Spell. For 1...15 seconds, all allies within earshot are enchanted with Celerity. While enchanted with Celerity, movement and attack speed are increased 1...25%. This also affects the caster.

*Full Throttle* [elite]
15 Energy / 12 Sec. Recharge
Enchantment Spell. For 5 seconds you move 1...100% faster. (given 16 athletics [primary attribute], +5% from armor, and 16 aeriform - an acrobat primary could achieve a speed increase of 186% for 5 seconds (6 if using a 20% enchant boost).)

Show Acrobat Example Skills
Show Duelist Example Skills
Show Psychic Example Skills

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Quote:
Savage Throw (Paragon)
Godspeed (Paragon)
Rush (Warrior)
Names Taken...

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Leaps and Bounds: Warlock
Name taken

By the NWN2 warlock, and likely also D&D rulset in general
(though on that, I am not sure, I don't have the latest rule book yet -shame on me-)

My point more is although the D&D version has a cool effect, it does not make that name any clearer.
And you did a masterfull job copying their mistake.(used a bad name for a good effect)

I suspect movement speed being the main determiantion for how far you jump(as you are moving though the air at said speed)
Therby the already increased speed the acrobat has would be couled with the 10..33 higher(extra airtime) to jump farther.

Just feel I should mention, the way I suspect it will be;
the rather static jump mechanic in World of Warcrack(only changes a little, from you base abileties)
would be less strategically usable than a jump function more controlabe by effects we can allready add to a caracter.
Imagine using "Charge" so your team can jump over a ditch while the team chasing after you falls in.
And all other types of using the enviroment to a stategic advantage.

So I'd say if jump a set amount of feet that would lock all non acrobats out of jump manipulation, limiting it's strategic use, which IMO would be bad.
Jumping higher is a good idea though, it's definatly somethign good for acrobats, I'd say doulbe jump too.

I know not the most usefull point to make I know, Anet will chose how they implement a jump, just wanted to vent my ideas on it.
and also;
Quote:
but I'm bored. Exams, and studying, are very tiring and this is to take my mind off them
Kinda here too, xcept I finised mine last week(3 days ago) and still have a headache.

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Quote:
Originally Posted by [M]agna_[C]arta
Names Taken...
Well, that may of not been the most constructive thing to say. Eitherway, I did change them.

And "leaps and bounds" doesn't count. Warlock isn't a real class.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Since you are focusing on one CC, I will do a more focus comment/reveiw on it as well. (And as it is really uncertain as to how GW2's proff and class and game play mechanic is really going to be like, will still judge it base on its potential feastiblity in GW1)

Quote:
Originally Posted by Dubby

Athletics_________________________________________ _________________________
For every rank in Athletics, the Acrobat moves 3% faster. The movement increase from their armor, and from Athletics, raise (STACK with) the maximum cap for movement increases instead of adding to the current movement bonus, thus allowing the Acrobat to achieve great speeds.
Hustle
5 Energy / 10 Sec. Recharge
Stance. For 1...9 seconds, you run 25% faster.

Burst of Speed
15 Energy / 15 Sec. Recharge
Stance. For 10 seconds, you move 1...45% faster. When this Stance ends, you are slowed 33...20% for 5 seconds.

Leaps and Bounds
5 Adrenaline / ¼ Sec. Cast / 20 Sec. Recharge
Skill. For 15 seconds, you jump 10...33% higher, and 1...5 feet farther.

Roaring Bits
5 Adrenaline / ¾ Sec. Cast / 15 Sec. Recharge
Skill. For 1...10 seconds, your throwing attack speed is increased 33%.

Acceleration
3 Adrenaline / ¼ Sec. Cast / 5 Sec. Recharge
Skill. For 10 seconds, each second you spend moving you gain a movement boost of 1...8% for 5 seconds.

*The Notion of Motion* [elite]
8 Adrenaline / ½ Sec. Cast / 30 Sec. Recharge
Skill. For 20 seconds, you climb, jump, and swim 10...75% faster.
I somehow have mix opinion on the passive speed boost of this attribute. While I do see the defensive and utility advantage this would bring, It might offset the PvP side of things a bit.

This would make the melee attack build harder that it is to work, putting alot of dependence on crippling skills, and making kitting of them too easy. And If I recall right, there is a 50% max speed boost cap, thus such speed boost would become negligible when use with other speed-boost skill, which you also offer in this attribute. So in all, I question a bit on the balance of the passive speed boost a bit, but it could still work.
(also you did not say how many point is a rank)



Quote:
Mobility__________________________________________ ________________________
The feet are very important to an Acrobat, as are the stances she can maintain with them. Mobility stances help provide the Acrobat with vital defenses. These stances however require an expendeture in the movement of the Acrobat, slowing them down slightly. Because of this, Mobility and Athletics synergize very well.
Supervenience
-33% Movement / 15 Energy / 60 Sec. Recharge
Stance. For 10...30 seconds, if a Throwing attack is interupted the interupter is struck with an immediate reprisal attack, if this reprisal attack contacts successfully, the weapon continues moving through the air to strike the original target that the triggered attack was interupted for. If the interupter and original target are the same, the target is hit twice. Each time a reprisal in this manner occurs, you lose 1 strike of Adrenaline or Supervenience ends.

Boomeranger
-25% Movement / 10 Energy / 30 Sec. Recharge
Stance. For 5...20 seconds, once arriving at a target, thrown weapons will complete a return trip to the attacker (you), grazing any enemies in their path for 10...25% damage. These grazes count as individual attacks.

Puddy Swap
-15% Movement / 5 Energy / 10 Sec. Recharge
Stance. For 15 seconds, the next time you are struck in melee your attacker is slowed 5...50%, and your movement is increased by 5...50% for 5 seconds.

Lunatic
-5...30% Movement / 3 Adrenaline / 5 Sec. Recharge
Stance. For 3...5 seconds you attack 25% slower and you have a 33...75% chance to dodge attacks.

Fancy Feet
-20% Movement / 8 Adrenaline / 10 Sec. Recharge
Stance. For 5 seconds, enemies near you that have a movement boost lose that movement boost if they are moving while near you. This does not cancel the enchantment, skill, or stance that is providing the boost, only nullifies it.

*Perfect Avoidance* [elite]
-50-75% Movement / 10 Energy / 20 Sec. Recharge
Stance. For 5...10 seconds, you cannot be the target of projectile attacks.
Its a good line of skills, and I like the movement cost stance alot. But not sure about calling this attribute Mobility... Mobility would fit better as the first attribute, and this could be call something like Athletics, or Agility or something like so.


Quote:
Throwing Mastery___________________________________________ _______________________
Acrobats are masters of the throwing dart, the throwing star, and many other types of small thrown weapons. (These are not like throwing spears, think throwing darts, throwing stars, etc. These do less damage than a dagger, but attacks slightly faster.)
Bullseye
3 Adrenaline / 2 Sec. Recharge
Preparation. Your next attack skill cannot be blocked, and does 10...25 more damage.

Savage Intent
4 Adrenaline / 1 Sec. Recharge
Preparation. Your next attack skill causes bleeding for 5 seconds, and does 8...16 more damage.

Petal Storm
7 Adrenaline / 5 Sec. Recharge
Throwing Attack. Release a volley of 4...12 throwing weapons that shower target enemy and enemies adjacent to them. Each weapon only deals 1...6 damage. This skill counts as a single attack, and the damage ignores armor.

Whirling Needles
10 Energy / 2 Sec. Cast / 20 Sec. Recharge
Enchantment Spell. For 5...15 seconds, attacks against nearby enemies also deal 1...15 slashing damage to any foe adjacent to that target. This damage does not ignore armor.

Wild Fling
2 Adrenaline / 8 Sec. Recharge
Preparation. Your next attack skill, if successful, ends any stance on the affected target(s).

Cluster Bits
4 Adrenaline / 4 Sec. Recharge
Throwing Attack. Throw 2...6 throwing weapons at target foe's location. These bits will randomly select and strike enemies on, or adjacent to, the selected target's location - including the target itself. Each successful contact is considered an individual attack.

Double Bit
3 Adrenaline / 3 Sec. Recharge
Throwing Attack. Throw 2 throwing weapons at target foe. These strike for 3...10 more damage each, and are each considered individual attacks.

Savage Bit
5 Adrenaline / 5 Sec. Recharge
Throwing Attack. Unleash a violent attack that deals 1...9 more damage and interupts any action your target is attempting.

Thirsting Intent
[I]15 Energy / 1 Sec. Cast / 20 Sec. Recharge
Enchantment Spell. For 5...15 seconds, throwing attacks you make also steal 1...5 health.

*Cruxing Wave* [elite]
10 Adrenaline / 15 Sec. Recharge
Elite Throwing Attack. All foes in the area are struck 1..3 times with a volley of high arcing, high velocity throwing weapons.

*Orbital Bits* [elite]
15 Energy / 1 Sec. Cast / 15 Sec. Recharge
Elite Enchantment Spell. For 10 seconds, whenever a Throwing attack you make misses, the weapon returns to you, and makes 3...9 orbits around you. Enemies caught in the path of an orbiting weapon will be struck for 50...80% damage. If an orbiting weapon is blocked, it stops orbiting. Attacks from an orbiting weapon are considered melee attacks, not ranged or projectile.

*Magnum Bit* [elite]
3 Adrenaline / ½ Sec. Recharge
Elite Preparation. Your next throwing attack skill deals 5...25 more damage to your first target, and then travels through that target - striking any other enemies within a straight line extending 15 feet away from them in the direction the bit is traveling. This attack travels twice as fast as normal.
To my thinking, the throwing weapon is something that really make this class Stand out, with the ability to shoot and move. Skill wise, it seem okie (much like Spear or Bow skills).

But for the main mechanicism, would make it where you would attack faster if you are standing still (about same attack speed as dagger), but attack speed would slow if you are moving and shooting (like that of axe)


Quote:
Aeriform__________________________________________ ________________________
Limitations of the body need not always apply to the nimble Acrobat, by harnessing magical energies the Acrobat can enhance their agility to unnatural levels. In addition, the same magical powers can be used to affect the footing of those in battle - from speeding up his allies, to slowing down his enemies.
Leap
5 Energy / ¼ Sec. Cast / 8 Sec. Recharge
Skill. Leap into the air and travel 2...14 feet. *This can be used to leap over an enemy, or avoid a trap, or even get out of a tight spot.

Dancing Winds
15 Energy / 2 Sec. Cast / 30 Sec. Recharge
Enchantment Spell. For 5...20 seconds, if you are knocked down you stay down for only 80...30% of the knockdown's duration, and rebound at a 3 foot distance to your knocked down location. When this happens you lose 2 strikes of Adrenaline or Dancing Winds ends.

Head Vault
15 Energy / 12 Sec. Recharge
Skill. For 3 seconds, if you are attacked in melee range, the attack is evaded, your attacker is knocked down, and you backflip 1...8 feet away from them.

Transfer of Motion
5 Energy / 5 Sec. Recharge
Skill. For 5...10 seconds, target other ally receives your highest movement bonus and you lose all movement bonuses for 5 seconds.

Reversal of Motion
10 Energy / ¾ Sec. Cast / 10 Sec. Recharge
Skill. For 5...10 seconds, target enemy has their movement reduced by the same amount as your highest movement bonus and you lose all movement bonuses for 10 seconds. (combine with major self-speed boosts to immobilze an enemy)

Curtailing Wave
10 Energy / 1 Sec. Cast / 15 Sec. Recharge
Hex Spell. Nearby enemies are struck and hexed with Curtailing Wave. If hexed by Curtailing Wave, movement is slowed by 5...25% for 5...10 seconds.

*Celerity* [elite]
20 Energy / 3 Sec. Cast / 25 Sec. Recharge
Enchantment Spell. For 1...15 seconds, all allies within earshot are enchanted with Celerity. While enchanted with Celerity, movement and attack speed are increased 1...25%. This also affects the caster.

*Full Throttle* [elite]
15 Energy / 12 Sec. Recharge
Enchantment Spell. For 5 seconds you move 1...100% faster. (given 16 athletics [primary attribute], +5% from armor, and 16 aeriform - an acrobat primary could achieve a speed increase of 186% for 5 seconds (6 if using a 20% enchant boost).)
An alright attribute. The leap/jump away skill is interesting, (but suggested befoe, BK would told you that if he is around), but could/might be broken off and inserted into one of the two 2 attribute if needed. Unsure about team-speedbuff (enemy debuff) here, as it is step on some toe of other classes. A mix pot.

And of couse I will add my 2 penny in as well. One type of skill that might be consider is a "move-evade" type of skill, which is depended of you movement (and timing). So a skill like "Evade next incoming attack if move" require you to take a step (taping the wasd key, or move) at right time to evade it. This give more player-involvement instead of just a stance.


Overall a very well done class, much better than many on the fourm, and have high original value.

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Quote:
Originally Posted by actionjack
Since you are focusing on one CC, I will do a more focus comment/reveiw on it as well. Overall a very well done class, much better than many on the fourm, and have high original value.
Thanks, I'm not just focusing on acrobat, i'm wading through each normal class first, one at a time. Duelist is up next. After duelist is put up, i'm going to link each post together dynamically so its easy for people to navigate around.

It's kind of difficult to properly balance the acrobat's primary attribute right now - mainly because the many other classes in this list have not been elaborated on yet. So, there will no doubt be several ways to counter an acrobat's movement advantage - and obviously, their most preferred stances are in mobility and require movement penalties.

Thank you for the review. I'll have more up later.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

I will be like BK... and send you this link in case you need any "inspiration"
http://www.guildwarsguru.com/forum/s...d.php?t=135036

Takuna

Takuna

Frost Gate Guardian

Join Date: Jan 2007

Lievs Death Squad [LDS]

I've always really, really wanted to see a duelist, I never really liked the whole massive, hulking warrior thing... (The males, anyway) I'd love a refined swordsman, like the Scarlet Pimpernel! (sp?) The trouble is, you said that the rapier is faster than, but less powerful than a sword and vice versa with the daggers. I'm afraid that they're both as fast as each other. :\ The only reason daggers can compete with damage is due to hefty powerful skills, high critical hit chance as well as the ability to dual-attack. Perhaps instead of an in-the-middle thing, they could have (Just a suggestion) damage like daggers but alot of heft speed buff skills? Or maybe dagger-like damage, warrior like-skills, and a much faster attack speed? I guess that would make them the fastest attackers in the game, which would go well with illusionary weaponry.

terminatorofhell

Ascalonian Squire

Join Date: Mar 2007

W/Mo

I love this stuff i wanna see tese put in the classes! DO IT GAILE PLEASSE FOR THE LOVE OF GUILDWARS DO IT! it will reap profits and more people will play!

terminatorofhell

Ascalonian Squire

Join Date: Mar 2007

W/Mo

Quote:
Originally Posted by terminatorofhell
I love this stuff i wanna see tese put in the classes! DO IT GAILE PLEASSE FOR THE LOVE OF GUILDWARS DO IT! it will reap profits and more people will play!
maybe you could draw pics?

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Quote:
Originally Posted by terminatorofhell
maybe you could draw pics?
did... did you just quote yourself? ... Then ask yourself a question?

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Duelist example skills. Focus skills are sort of like preparation skills, but they have no cast time (like normal stances), have a disabling recharge built in, can be stacked together, and only affect the stated circumstance (usually the next hit, or something similar).

Fencing [primary]__________________________________________________ ________________
Duelists are able to block melee attacks from their target by exchanging their current attack. When this occurs, Fencing skills can be used to issue a spectacular counterattack. The chance to block an attack in this way increases 3% with every rank in Fencing. Ranged attacks cannot be blocked if you are not standing adjacent to the attacker. Spells and other non-attack skills cannot be parried. Equiping a shield, or any weapon other than a Rapier, will remove all bonuses from Fencing and prevent parrying.
Mighty Reprisal
1 Adrenaline / 5 Sec. Recharge
Focus Skill. The next time you counterattack, you deal 5...25% more damage and this skill is disabled for 3 seconds.

Sabatoge
4 Adrenaline / 10 Sec. Recharge
Focus Skill. The next time you counterattack, your target's next skill fails and this skill is disabled for 20 seconds.

Wild Return
5 Adrenaline / 2 Sec. Recharge
Focus Skill. The next time you counterattack, your attack ends any stance on your target, you take 30...10 damage, and this skill is disabled for 5 seconds. This attack cannot be dodged.

Glory
10 Energy / ½ Sec. Cast / 30 Sec. Recharge
Skill. For 10...20 seconds, whenever you successfully parry an attack you gain a cumulative 2% parry bonus for 10...20 seconds.

True Blow
4 Adrenaline / 5 Sec. Recharge
Focus Skill. The next time you counterattack, your attack deals 5 extra damage and has 1...25% armor penetration, and this skill is disabled for 10 seconds.

Backstriker
3 Adrenaline / 4 Sec. Recharge
Focus Skill. The next time you counterattack, your attack cannot be blocked and you quickly step behind your foe and strike their weakspot, dealing 20...60% more damage. When this happens, this skill is disabled for 4 seconds.

*The Perfect Strike* [elite]
10 Adrenaline / 5 Sec. Recharge
Elite Focus Skill. The next time you counterattack, your attack ignores armor and damage reduction, and this skill is disabled for 45 seconds.

*Enduring Thrill* [elite]
8 Adrenaline / 8 Sec. Recharge
Elite Focus Skill. The next time you counterattack, you gain adrenaline, any stance you are using is refreshed, and this skill is disabled for 2 seconds. *Note: The amount of adrenaline gained is in points, not strikes, and increases with higher ranks in Fencing.
Charisma__________________________________________________ ________________
The duelist possesses exceptional charisma, and can use this to perform shouts and chants to affect the battle, or maintain a taunt on an enemy to reduce their combat effectiveness. Taunts are not treated as hexes, and thus are very difficult to remove. Taunts end automatically when the tauntee moves far enough away from the taunter. Only one Taunt can be placed on a target at a time. (It is also important to note that a DEAF character [new condition] is immune to taunts, and also, obviously immune to shouts/chants.)
"High-larity!"
10 Energy / ¾ Sec. Cast / 15 Sec. Recharge
Taunt. For 10 seconds, vocal skills used by target foe have a 5...50% chance to fail. *Vocal skills refers to all Taunts, Shouts, Chants, Prayers, and Echoes.

*Wait! I'm not that easy!"
5 Energy / ¾ Sec. Cast / 8 Sec. Recharge
Shout. For 10 seconds, if your health is under 25...50% and you take damage, you are healed for 20...110 health and this shout ends.

"Oh you!"
5 Energy / ¼ Sec. Cast / 10 Sec. Recharge
Taunt. For 10 seconds, if target foe attacks you, they lose 1...4 energy.

"O' really?"
10 Energy / ½ Sec. Cast / 5 Sec. Recharge
Taunt. For 1...15 seconds, if target foe misses with an attack, their next non-skill attack automatically misses as well.

"Hey, was that ... you?"
15 Energy / 1 Sec. Cast / 15 Sec. Recharge
Taunt. For 10 seconds, if target foe is casting a spell and takes damage, there is a 5...33% chance that spell is interupted.

"You call that an attack!?"
10 Energy / ¾ Sec. Cast / 20 Sec. Recharge
Taunt. For 5...10 seconds, whenever target foe successfully deals damage they incur a cumulative 1...2 damage penalty to their attack for 8 seconds. *This effect is not a condition or a hex, and is therefore very difficult to remove.

*"What's THAT?!"* [elite]
5 Energy / ½ Sec. Cast / 20 Sec. Recharge
Taunt. There is a 75...20% chance this taunt will fail. If successful, target turns around and blatantly stares into the distance for 2..4 seconds.

*"Too slow!"* [elite]
20 Energy / ½ Sec. Cast / 12 Sec. Recharge
Taunt. For 1...8 seconds, whenever target foe misses with a skill they incur a cumulative 3...15% accuracy penalty for 8 seconds. *This effect is not a condition or a hex, and is therefore very difficult to remove.
Artistry__________________________________________________ ________________
The duelist specializes in fighting flamboyantly, and skills that involve interupting others in close range, or creating illusions with quick movements of their blade and body. It is also worth noting that Artistry stances are the only stances of any class that have a cast time, and no recharge time (it is in the form of a disable penalty).
Gleaming Blade
5 Energy / ½ Sec. Cast / 15 Sec. Recharge
Skill. For 10...15 seconds, if you counterattack a bleeding foe, that foe suffers from a Deep Wound for 1...4 seconds.

Double Vision
15 Energy / 1 Sec. Cast / 15 Sec. Recharge
Skill. For 10 seconds, if you dodge a melee attack, the attacker is inflicted with blindness for 0...8 seconds.

Leading Step
10 Energy / ¾ Sec. Cast
Stance. For 1...15 seconds, If you are adjacent to your target they are unable to retarget someone else and must attack you if they are attacking. While you are in this stance you take 15% more damage from melee attacks. This skill is disabled for 10...25 seconds.

Jarring Grasp
5 Energy / ¾ Sec. Cast / 8 Sec. Recharge
Skill. Touch target foe. This skill has an 85...20% chance of missing. If touched target foe is activating a skill, and the touch is successful, touched target's activation is interupted.

Signet of Calming
1 Sec. Cast / 15 Sec. Recharge
Signet. Lose all adrenaline. For each strike of adrenaline lost in this way, you gain 1 energy.

Fencer's Defense
10 Energy / ¼ Sec. Cast
Stance. For 2...18 seconds, if you are equiped with only a Rapier and no offhand, you have a 33...66% chance to dodge attacks. This skill is disabled for 5...20 seconds. *This dodge percent in no way affects the ability to Parry.

Fencer's Aggression
5 Energy / ¾ Sec. Cast
Stance. For 10...30 seconds, if you are equiped with only a Rapier and no offhand, whenever you make a counterattack you gain a 15% (Maximum : 50%) attack speed increase bonus for 10 seconds. This skill is disabled for 20...45 seconds.

*Flamboyance* [elite]
15 Energy / ½ Sec. Cast
Elite Stance. For 30 seconds, if you are equiped with only a Rapier and no offhand, whenever you attack or make a counterattack, you lose 5...2 energy. If energy was lost in this way, you make an extra glancing blow against 1-2 (random) adjacent target(s). Glancing blows do 90...33% less damage. This skill is disabled for 30 seconds. *Note: Because glancing blows occur after an attack or counterattack, they are not compatable with focus skills. Glancing Blows cannot re-trigger flamboyance. (This is an adrenaline management skill.)

*Persuading Hands* [elite]
5 Energy / ¾ Sec. Cast
Elite Skill. Touch target adjacent foe. If they were attacking, or using an attack skill, the attack is redirected to their nearest (if) ally. If the target has no allies within range with which to be redirected to, this skill fails and is disabled for 60...10 seconds. *Melee attacks can only be redirected to targets within range of the touched foe.

*Reversing Arrival* [elite]
15 Energy / ½ Sec. Cast
Elite Skill. Touch target foe. If this foe is summoning or creating a minion or spirit, the alliance of the created spirit is reversed and it becomes hostile to the summoner and their allies. If the minion or spirit fails to be created, or if the touched target is not creating a minion or spirit, then this skill is disabled for 45...15 seconds.
Rapier Mastery__________________________________________________ ________________
The Duelist's weapon of choice is the nimble Rapier. The rapier is quicker then a sword, slower then a dagger, and deals damage slightly higher than that of a dagger. Rapiers deal both slashing damage and piercing damage. About Counterattack Skills... these skills will not operate on their own, but rather only when an attack is parried. When a parry happens, there is a brief window of opportunity in which you can use a counterattack skill - only one can be used per successful parry. Also note that all non-counterattack attack skills have cast durations, this allows them to be used in rapid succession to increase the counterattack's spike.
Plunging Needle
5 Energy / ¾ Sec. Cast / 8 Sec. Recharge
Rapier Attack Skill. Swiftly strike your target for 5...10 extra damage.

Impulse
3 Adrenaline / 4 sec. Recharge
Counterattack Skill. Strike back for 20...60 extra damage.

Lancing Blow
5 Adrenaline / 15 Sec. Recharge
Counterattack Skill. Strike back for 30...75% extra damage. This attack causes bleeding for 10 seconds.

Leechstrike
2 Adrenaline / 4 Sec. Recharge
Rapier Attack Skill. Attack target foe and steal 10 health. For every focus skill this attack skill uses up, you steal an additional 8...13 health from the attacked foe.

Swift
5 Energy / ⅛ Sec. Cast / 1 Sec. Recharge
Rapier Attack Skill. Strike with blinding speed. This attack only does 4...12 damage.

Deafening Spike
5 Adrenaline / 12 Sec. Recharge
Counterattack Skill. Strike back for 25 extra damage, and inflict Deafness for 10 seconds. Foes adjacent to your target also take 5...15 damage and suffer from Deafness for 3...5 seconds. *Foes suffering from Deafness cannot be the target (or be effected by) Shouts, Chants, Taunts, or Echoes.

Barrier Thrust
10 Energy / ½ Sec. Cast / 10 Sec. Recharge
Rapier Attack Skill. This attack misses the target. When this happens, 1...2 spell-based protections on the target are shutdown for 1...6 seconds. *This does not strip the enchantments or spells, it only nullifies their effect for the specified time. Once the time is up, the enchantments return to normal and resume their duration timer.

*Barrier Strike* [elite]
20 Energy / 1 Sec. Cast / 5 Sec. Recharge
Rapier Attack Skill. This attack misses the target. When this happens, all targeted-skill based protections on the target are shutdown for 1...4 seconds. *This does not remove any skill effects from the target, it only "puts them on hold" for the specified time. This effect also includes all skill-based bonuses, focuses, preparations, skills, weapon spells, etc. Barrier Strike has no effect on wards, traps, auras, spirit's effects, or blessings.

*Deathblow* [elite]
10 Adrenaline / 25 Sec. Recharge
Elite Counterattack Skill. Strike back for 40 extra damage, and inflict up to 1...3 of any of the following conditions for 8 seconds : Bleeding, Cripple, Blindness, Deafness, Deepwound, Weakness, Dazed. *These are selected at random.

Show Acrobat Example Skills
Show Duelist Example Skills
Show Psychic Example Skills

mikeejimbo

Ascalonian Squire

Join Date: Apr 2007

Era of War [EoW]

Mo/

Dubby, while I don't have any additional criticism to add that hasn't been mentioned, I would like to make the general statement that I think they're pretty cool and well thought out.

Also, have you played D&D much, by any chance? :P