_______The Assassin_______
Bounty Hunters quick as the Wind
Portrait:
Stats:
Maximum HP: > Health Points
Lvl 1 > 100 HP
Lvl 20 > 500 HP
Lvl 50 > 1250 HP
Lvl 100 > 2500 HP
Maximum MP: > Mana Points
Lvl 1 > 25 MP
Lvl 20 > 100 MP
Lvl 50 > 225 MP
Lvl 100 > 500 MP
Maximum LP: > Life Points <- For all Classes same
Lvl 1 > 0
Lvl 10 > 2
Lvl 100 > 20
GW2's Critical System gets improved, so that it makes a Difference, if you land now only a "Critical Hit" or if you land with your attack a "Deadly Hit".
Each time, when a character receives a Deadly Hit, the Character will lose 1 LP. When the LP go down to 0 and the Character loses all its Health, that character can't be ressurected anymore. Your Character must be then rebirthed at a next Shrine of Life and has than 2 LP lesser. LP will get renewed only, when entering Towns. When your Character has absolutely no LP anymore, the Character will "die" and get rebirthedin Dwayna's Temple of Life.
When this happens, your Character has for the next 24 game hours only half HP/MP
Maximum Armor Force:
70+20, when max refined
Armors like Weapons should have in GW2 the Possibility, to be refined, up to 10x.
Armors receive for each Refinement + 2 Defense Power and on Refine Number 5 and 10 Armors unlock their Hidden Powers. Same with Weapons, with each Refine a Weapon receives +1 additional Max Damage, at Refine Number 5 and 10 the Weapon unlocks its hidden Powers.
Each time refined, the next refine will cost more Money at the Refinement Blacksmith NPC. Those Refinements have unlike in RO no Chance of fail, they are 100% Success.
Description:
Assassines are deadly very quick Bounty Hunters, people which kill others for Money, for Honor or cause of Revenge.
Assassines are Masters of the Shadows and deadly Arts. Poisoning their Enemies is their greatest fun. Assassines know all kinds of Poisons, from weak ones to absolutely deadly poisons. As Masters of the Shadows, the Assassine is perfect in operating very quick and absolute silent. Their Armors and Suits help them to operate in total stealth, like Shadows in the Night. Assasines have enormous reflexes, which enable to make with their Weapons the craziest martial arts. Their Bodies are soft and agile like Leafes in the Air and that would also be the perfect description of Assassines, when you watch one fighting - like a Leaf in the Wind.
The Homeland of the Assassines is Cantha, the Land of the Dragons. Assassines live in different Clans which have also their own little Clan Wars between each other. The Assassines are very well known overall on the world for the outrageous Abilities as Bounty Hunters with phenomenal Success Rates. Paying an Assassine isn't cheap, and when you can't pay the Assassine after the "work" is done, the pay is then your lost live
Functionality:
The Assassine is from all Classes in Melee the absolute Specialist for 1 versus 1 Fights. In direct Duells there is nothing, that can beat an Assassine in quickness and pure deadly hits to take out very quick single combatants and to disappear after attacks very quick in the shadows, just to attack its foes in a sudden from the backside. There is no Class out there, which can create deadlier poisons, than the Assassine. The Poisons made by Assassines are so powerful, against them look Poisons from Rangers like Childsplay....
Attributes:
Classes in GW2 should be all pure, my Concept goes for 1-Class System, so there is no need for any "primary attributes". Also Classes will have more Attributes, then 4 and will be able to max them All, but Characters will be able only to your 10 Skills in the Skill Bar
Katar Mastery
The Assassins Main Weapon. This Attribute contains Katar Attack Skills, increases the Attack Power of Katars, increases the Chance for Critical and Deadly Hits. Also increases the Attack Speed slightly and the Chance to parry with your Katars Enemy Attacks.
Throw Weapon Mastery
The Assassins Secondary Weapon. Kunais and Shurikens, small flat and pointy Throwing Daggers, which will fly in a direct line, when thrown away and doesn't rotate in the Air and starlike little Blades which rotete while flying for stability. Real Masters of Assassines are known for their deadly Throws, being able to throw more then 30 Kunais/Shurikens within 5 Seconds at one Target. With Kunais/Shurikens the Assassine attacks from Semi Range, when thrown with full force, such a Throw Weapon will fly easily up to 20+ Meters, far enough for semi ranged Combat. TWM increases same factors, like KaM, only not the increasement for parrying Attacks, while using Kunais the Assassine can't parry
Shadow Arts
This Attribute Contains Teleportation Skills, Self Heals and Self Buffs for more Attack Power. This Attribute is very important for the Assassine to become very quick. The Strengh of the Assassine lies in its absolute increadible Agility, not in its Muscles. So quicker an Assassines is, so deadlier is this Class. Also Stealth Skills.
Deadly Arts
This Attribute contains forbidden deadly Martial Arts, which only goal is it, to perform Critical and Deadly Hits. Deadly Arts includes also Assassine specific deadly Traps.
Poison Fabrication
Under this attribute fall all Poison Skills of the Assassine. The Mastery over the deadliest Poisons is one of the biggest Strengths of the Assassine. All kinds of through poison effected Condition Skills are lieing in the Attribute too.
Ninjutsu
Ninjutsu, the ancient kind of Magic from the Ninja, the origins of the Assassines. A Jutsu is Ninja Magic. This Kind of Magic is no own kind of Magic at all, the way of Casting the Spells is only a specific one. To have not to use Magic Spells , the Ninja uses very quick Hand Signs in a quick row and concentrate their Chi into these Signs to perform the Magic without having to speak any Magic Formula, makign this kind of magic unpredictable, because your enemy won't hear, what a Spell you want to cast. He sees only quick Hand Signs which won't tell him, what you are doing
Disciple of Wind
DoW includes Evasion Skills and Defense Skills, but also skills, which increase in overall the Agility of the Assassin. quicker movementspeed, Quicker Attack Speed. nmatering this Attribute and the Assassin moves, like a leaf in the Wind. Also increses the Reflex Value of the Assassine, increasing chance to parry attacks with Katars. Also includes Counter Skills
Example Skills without MP Cost, CT and RT:
Katar Mastery
Raven Feather Assault
Stealth Katar Double Attack:
The Assassine will Shadow Step into the behind of the targeted Foe. A big black Mist will appear in the Area around the Target making it impossible to see anythin in its near, Whiel standing in this Mist, enemy movement is decreased by 33-66% when suffering on a condition.
The Assassine can attack the enemy that stands in the black mist freely from all sides through shadow steps as long the mist stays for the duration of 15 seconds. Within these 15 seconds the Assassin deals to the target in the Mist 8 consecutive Hits from all sides which do xxx....xxx damage.
This Attack can be only performed, while being in stealth.
Dance of Death
Katar Double Attack:
The Assasin will "dance" for 10 seconds, while performing this dancing Katar Attack, the Assasin will hit all surroundign adjacent Enemies twice for every Condition, that lies on the Assasin for xxx..xxx damage per Hit.
Soul Ripper
Katar Lead Hand Attack:
The Assasin will shadow step into the back of the targeted foe and attack for 3 concecutive attacks, which do only fixed damage of xx. Has the Enemy more Energy than the Assasin, than will leech each hit up to x-x MP per Hit and the Assassin will gain x-x of the leeched MP.
Thow Weapon Mastery
Splinter Kunais[Master] (new Skill type) > Disciple*Core*, Master and Elite Skills
Kunai Throw:
The Assasin will throw away up to 1-5 Kunais away in the 5-Way Direction, like a fanshape.
Each Kunai will do +xxx-xxx damage. gets a Kunai blocked, then will suffer the next 1-3 adjacent Foes to that foe that blocked a Kunai xxx-xxx damage and will start bleeding for xx seconds
Star of Darkness
Shuriken Throw:
The Assasin will throw 1 special with Darkness enchanted Shuriken into an Area, after the Assasin has jumped into the Air. While being in Air, the Assasin will be surrounded by a dark glowing Aura, which manifestates into the Shuriken, short before thrown away. When thrown away into a group, the Star of Darkness will explode and a little black Supernova will perform AoE damage to all Enemies in near of the Point, where the Star of Darkness exploded. Each enemy in that near will suffer on xxx-xxx Dark Damage. Where the enemies hexed by any dark elemental hexes, then the foes will suffer on additional xxx-xxx Dark Damage and will get interrupted.
Shuriken Storm
The Assasin will throw away Shurikens in a 3-Way throw, hitting 3 Targets at once. Each Shuriken will perform +xxx-xxx- damage. Does this Attack be used only on 1 Target, than has this Skill a 10-20% increased chance of critical hits.
Shadow Arts
Shadow Sphere[Elite]
Repeatable Stacking Enchant:
While being under this Enchant, the Assassin will have for 60 seconds 1 of max 5 Shadow Sphere, which surround him. When enchanted with a Shadow Sphere, the Assasin will receive for each Sphere + 5-10 Defense versus Dark Damage and the Assasin will receive for each Sphere +1 Life Regeneration, for 5 seconds, when ever Hit with Dark Damage.
Blade of Darkness
Weapon Spell:
The Assasin will enchant its Weapon with this Weapon Spell. For the next 20 seconds, the next 1-5 attacks will perform additional + xxx-xxx dark damage. When landing a Deadly Hit while under the effect of BoD, then will receive the enemy also for the next 30 seconds a Defense Malus of 15-25% against Dark Damage.
Twilight Aura
Enchant:
For the next 10 seconds, the Assassin has a 50-75% Chance to block melee attacks and projectiles, when used this Skill at nighttime. When using this Skil at daytime, then the Assasin will get healed for xxx-xxx% of the Skill Cost of Katar Skills, when ever the Assassin uses a Katar Skill for the next 20 seconds
Deadly Arts
Raven's Eye
Enchant
For the next xx seconds, the Assasin has an increased chance of xx-xx% to perform with your next Attack a Deadly Hit.
Raging Hornet Stinger
Katar Accompanied Hand Attack.
This attack must follow a Lead Hand Attack. When this attack followed a Lead Hand Attack, the Assasin will knock down its foe and directly jump on the foe with its 2 Katars directed to the ground.
This Attack will land on the foe 2 unblockable Hits, that have an increased chance of 10-20%, to land on the knocked down foe a deadly hit.
Wind Slicer[Elite]
Katar Lead Hand Attack:
The Katars of the Assasine will become sharper then the Wind. The Movement Speed while perform this attack is increased by 100%. Within the next 1-5 seconds the Assassin will dash forward, slicing through any enemy, which stands in its way of line, holdign the katars like little wings, when the Attack ends, the Assasin will automatically shadow Step back to its original point. If performing a critical hit to at least 1 Enemy, this attack will get recharged in an instant.
Poison Fabrication
Enchant Deadly Poison[Master]
Enchant:
For the next 60 seconds, your attacks will cause poison to your foes.
Every foe that gets damaged through your poisoned weapons will suffer for the first Hit on -1 to -4 LD Poison. The 5th hit will strengthen the poison by -1 to -3 Life Degeneration up to a max of -7 LD. Once a foe received the 10th Hit, while the Assasin is under this enchant, the enemy will start suffering on Deadly Poison, which lets the Enemy lose 1 LP per every 3 seconds.
Venom Dust Cloud
Ward Spell:
For the next 10-20 seconds, enemies will suffer on -1-4 LD poison, while standing in the cloud of the venom dust. Poisoned Enemies in the Dust will suffer per second xxx-xxx damage, when attacking or moving.
Smoke Bomb
Ward Spell:
For the next 10-20 seconds, enemies standing in the area of the Smoke Bomb, will be blinded and are unable to use Shouts and Songs cause of coughing, they get also slowed down by 15-33% movement speed. When using Smoke Bomb, the Assasine will Shadow Step out of range from all nearby Enemies.
Ninjutsu
Jutsu of the Shadow Prison
Jutsu Spell:
While using this Jutsu, the Assasine and the targented Enemy become unable to move, as long the Assasine keeps up this Jutsu Spell active. While using this Jutsu, both Sides become unable to block also Attacks and are unable to use any Skills meanwhile. Whenever the targeted foe receives Damage by this way, the Assasine loses xx-xx MP, or Jutsu of the Shadow Prison will automatically end.
This Spell has only half range at daytime, but double range at nighttime.
Jutsu of the Burning Soul
Jutsu Spell:
When using this Jutsu on a target, that suffers on burning, then will the enemy also suffer for the lext 5 seconds on an Energy Degeneration of - 1 to -3. When the Mp of the foe reach 0, the Enemy will suffer on xxx-xxx Fire Damage.
Jutsu of the Dopplegangers[Elite]
Jutsu Spell:
When using this jutsu, the Assassin will create up to 1-5 Dopplegangers of hisself. Their Attacks do only maximal 1-10% of your Character, but each Doppleganger is a 100% clone of the origin Assassin, with same Defense, same HP/MP from the moment of Creation, what means, dou you use this Jutsu at only 50% of your max HP, all dopplegangers will have only 50% of your max HP as their Max HP.
Do u suffer on conditions/hexed, then they will also.
Doppelgangers will automatically disappear, when their HP reches 0, or after 1-5 Hits
Disciple of Wind
Leaf in the Wind
Enchant:
For the next 15 seconds, the Assassin has a 10-20% increased chance to avoid physical hits and moves 33% faster.
Wings of the Raven
Enchant:
As long you keep up this Enchantment, the Assassin will have a 10-20% increased Attack Speed and will autocounter critical hits from Enemies with a Shadow Step attack, that will deal xxx-xxx Dark Damage.
Whirlwind Kick
Enchant:
For the next 8 seconds, the Assassin will autocounter the next blocked physical attack, with a great Spin Kick, dealing to the Enemy adjacent to you xxx-xxx Wind Damage. Was the foe suffering on a Condion, then the foe will also get knocked down for 3 seconds.
Specials - What is new?:
Deadly Hits and Life Points
GW needs a better System around Death Malus, thats imo absolutely clear, the System what GW1 has in the moment simple sucks, so i thought, how to give GW2 a better system, that simple don't decreases the Max Health ever direct, until Characters become to weak for anything. But that System should work active and should also bring people, to play carefully. Also the new System should have some sort of tactical points - there came me the Idea of Life Points..a gameplay System which a know form the PS1 RPG Mini-Series
SaGa Frontier 1 and 2
When we talk about HP, then people think ever, this would be the "Life Points", but thats not correct. Hp stands for "Hit Points" or better "Health Points", but HP determines not the Life Force of a Character, what could determine only LP. Then I thought about the Assassins and I got something like an inspired vision, I saw a picture, that got completed like a puzzle, when i looked at the Critical System of GW. Yet our Characters can deal only critical hits, but no theoretical deadly attacks.
That was the point, where everything fitted imo together..give the Game a Life Point System and let characters do Deadly Hits, Skills ect. which will cause the enemy to loose LP and when the LP reach 0, its the same ,as when your whole party would have -60% DP ...DEAD END, but you could fight at least with your full health further, as long you have still some LP.
The last puzzle piece in my mind was then only, to combine these new Systems with a Class for GW, that should be perfect in dealing deadly Hits, and what please fits most best to this role, then the Assassin ?
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General: Only posting here for the beginning *includes stuff above*
- As you all can see, my Concept isn't based 1:1 on the old Guild Wars... I give all classes 7 instead of 4-5 Attributes, Classes will be all pure LCasses, so no 2-Class System anymore, no wannabe professions anymore, with pure classes you have NO wannabes...
I increased due to the imagined max level of 100 the Max Health and let also the MP increase per Level, therefore Classes will have no perma Energy Regeneration anymore. The perma Energy Regeneration will change to the kind of Regeneration, like for Health. Energy will then only regenerate, while you are resting and don't fighting. Or the players have to use up Health/mana Potions ...
(What is please a MMORPG without Potions >.>, let a Healer Class never become too important again, like in GW1, where you can do nothing, without Monks/Ritus /bleh )
- Also in my Concept, I give all Classes the possibility to improve Armors and Weapons through a new Equipment Refine System that it should give imo in GW2.
- Instead of Daggers, the Assassin in GW2 will become far more an Assassin based on east european/african *arabic* fight style, mixed with asian martial arts. The Katars fit much better to an Assassin, then 2 simple boring Daggers that can't even be thrown, because it are no Kunais.
Also Katars are a much better Weapon for Deadly Strikes, then small Daggers, because katars have the special abilitly to split their blades through a small mechanism, making them more deadly, when you do this, while the blade is in a body of an enemy
Gameplay Description - Assassin:
The Assassin is a Character, that should fight very active in the front of a battle, choosing 1 target, and then very quick eleminating it through a very quick borbardement of heavy critical strikes, using his powers of poison, stealth and the arts of shadows to support his own physical martial art like Attacks, which should give the player the feeling of playing a Character, which could be an professional Martial Artial Actor, like Jackie Chan or Jet Li from such Martial Arts Movies, like
House of the Flying Daggers,
Ong Bak and Co.
At the Moment, the Gameplay around the Fight System of GW1 doesn't give the player really THAT feeling, cause of either to boring Skill Effects, our the ever repeating same boring moves, while not usign any Skills and this annoying run away tries of low AL's, which looks as if Characters would play "catch me, if you can", either then fighting, when they get chased ...
Also GW1 has no interaction with the ares, in kind of Fight Systems...no enviromental destruction ect.
That should be changed imo and the Assasine in GW2 should be the "paragon" of how real entertaining good martial Arts around a real good Real Time Fight System should look like. When I play an Assassin in GW2, i want to have the feeling of playing in a Martial Arts Movie ...same goes for Martial Arts Monks, which fight bare handed for example. What I miss really in the overall Gameplay around the Fight System in GW, what I hope the Assassin will bring to GW2 is
Action!!
Strenghts & Weaknesses:
Pro:
- Very strong in direct 1vs.1 Combats
- Best Class to perform Deadly Attacks
- Good self centered Buffs to make the Assassin become an even more deadlier Dualist
Contra:
- Not the highest Defense for a Melee Class
- Weaker to Armor Penetration, then other Melee Classes, because of only wearing Battle Suits that are not really heavy armored
- Not the highest Health Points for a Melee Class
Equipment, Rune & Insignia Examples:
Armor Sets:
- Bounty Hunter's Set *also Elite*
- Murderer-Set *also Elite*
- Assassin-Set *also Elite*
- Ninja-Set *also Elite*
- Spy-Set *also Elite*
- Saboteur-Set *also Elite*
- Cantha-Set
- Tyria-Set
- Vaabian (Elona)-Set
- Underworld-Set (FoW)
- Racial-Sets
Weapons:
Burning Katars of Defense(Req. Player Level xx)
Fire Damage 21-51 *due to increased Max HP, weapons can do more damage* > 7-17*3
Lets Enemies burn for 3 seconds (10% Chance)
+15% Damage (while HP ^50%)
+5 Defense
+20% Damage (Customized to Artemis Gryffindor)
Vampiric Kunais of Kunai Mastery (Req. Player Level xx)
Piercing Damage 9-33 > in GW1 that would be 3-11
Health Drain +3
Heath Degeneration -1
Energy + xx
+20% Damage (Customized to Artemis Gryffindor)
Cruel Shurikens of Fortitude (Req. Player Level xx)
Slash Damage 9-33
Deep Wounds last 33% longer and reduce max HP by 10% more (20%Chance)
+15% Damage (while enchanted)
+xxx Health Points
+20% Damage (Customized to Artemis Gryffindor)
Runes
Assassin-Rune of Speed
Increases movement speed permanently by xx %
Assassin-Rune of Agility
Increases attack speed permanently by xx % (non stackable)
Assassin-Rune of Evasion
Increases chance of evading physical attacks by xx % (non stackable)
Assassin-Rune of Stealth
Increases your grade of invisibility by 33% while in Stealth (non stackable) without rune, its 66%, with its 99%, then you see only foot steps on the ground ...maybe
and your only help are then Detection Skills, which make the Assassin again visible.
Insignias
- Bloody > + xx HP Heal, whenever you kill someone
- Bounty > + xx % Money Gain, when you kill something
- Chi > + xx Defense, while using a Jutsu
- Wind blessed > + x% movement/attack speed
Copyrights:
2007:
- Phoenix Tears
- Sony Playstation 3 and the Developers of "Assasin's Creed", from which I have the Portrait-Picture
All rights reserved to the Developers of Assassin's Creed in point of the Picture taken of their Game.