New classes

ThePaper

Banned

Join Date: Mar 2005

I live in an atom bomb in Japan

Ok we all know that the chapters are going to add new classes and such, so heres a place to post your ideas. Please be sure to try and keep with the balanced nature of the game, but feel free to be creative. Also you should use this format:

<class name>

<primary attribute>: <affects of attribute>

<attribute>: <affect of attribute>

<attribute>: <affect of attribute>

<attribute>: <affect of attribute>

<any weapons/armor>: <adds of the item, details>

<description of its role and any other notes>

I'll start with mine:

Assasin

Stealth: Each point makes you harder to see when stealthed.

Dual Weild: Each point decreases the penalty of the weapon in your second hand, and gives you a few skills for them.

Assassination: Gives you many skills for daggers like backstabbing, poison, etc...

Dirty Fighting: Gives you passive evasion bonus (1%...12% or something like that) and some skills like throw daggers/shuikens, kick, a throw dirt type skill, tacks (slows movment of enemies in an area) etc...

Armor would add to evasion (also a small bonus, maybe a max of 3-4% on each one) instead of the extra armor or energy bonus. Would use twin daggers for faster attack, less damage, and 2 katanas (not the regular warrior sword) for more damage, but slower, and cant use assaination.

This class would obviously be best used to take out monks or other casters, and kill them quickly without taking damage. Also detections skills should be added to other classes that can detect them in a range, needing better ones for assasins with more points into stealth and such.

Allmightybob

Allmightybob

Frost Gate Guardian

Join Date: Mar 2005

Samurai

Focus: Increases Attack Speed, Offensive based skills

Katana : Same as other weapons, 12 = %100

Chi: Defensive Skills

Katanas, Robes: Katanas are two-handed, and will have the same damage as hammers, Armor is same as caster, 60ALish

High Damage low defense melee type.

Mumblyfish

Mumblyfish

Lion's Arch Merchant

Join Date: Feb 2005

Blighty

Kansas City Hotsteppers [KCHS]

Frankly, I like the classes they've got right now. I just love how with a combination of the given classes, you can make any RPG archetype. Want to make a Thief, Rogue or Assassin? Ranger/Warrior out-Assassins most Assassins. Paladins are obviously covered by Warrior/Monk. Druids can be Elementalist/Necromancer. Bards can be Necromancer/Elementalist. Beastmasters will be right at home with Ranger/Monk. Shadowknights/Dark Knights/Emoknights, whatever, play exactly like a Warrior/Necromancer...

Unless you want to use weapons that aren't implemented (Daggers, Polearms and the like) I can't see any need for more classes.

Lunarhound

Lunarhound

Krytan Explorer

Join Date: Feb 2005

I hope that if they introduce professions, they think very carefully about what they're doing, and don't just put them in so that they can say they have more choices. The way it's done now is well-balanced and fun, with each profession serving specific purposes in battle but plenty of room to create a character with all sorts of unique functions, by mixing and matching them. The introduction of even one unnecessary profession could destroy that.

Something to be avoided at all costs, in my opinion: "Theme" professions. We don't need samurai. We don't need ninja. We don't need five and twenty different kinds of weird hybrid classes that are going to turn things upside down. You create your own hybrid classes, in Guild Wars. Specific themes, such as samurai (and I'm not advocating this, I'm just using it as an example) can be introduced by creating a samurai-themed armor set and perhaps some warrior skills that might reflect that type of character's abilities. You don't need a new profession for it.

At the moment, the only new profession I can really think would have any sort of place in Guild Wars is one based on stealth.

lllCo2lll

lllCo2lll

Frost Gate Guardian

Join Date: Mar 2005

Yeah the only thing that the devs can give us to create a more realistic feel of that "Build." Like assasin (ranger/warrior) is giving an armor set to really make you feel more like an assasin. Same thing with Samurai. I really can't seem to think of a "class" you can't really build in GW to act the role of a certain class you wanted to play as. Only things are:

(hand combat)
(dual-weilding)
(stealth)

However I believe the developers did do a run-down on those ideas, but either they couldn't fit it in for balancing or they are saving some of their ideas for expansions.

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

Aren't you getting a little bit ahead of yourselves? I mean, the original game hasn't even been released yet, we don't know what's going to be in any expansion releases, or even if they'll ever include additional profession in game rather than, perhaps, expanding or modifying the existing ones. I'll admit it's an intriguing topic to speculate about but it's just that: speculation. Nice if you want an intellectual exercise but not something that's really furthering the understanding or knowledge of the game as it is now. All you can say is "Yeah, it'd be neat, here's what I think they should do." In short, it's navel-gazing and that way lies such fascinating things as the Pirate profession. And, frankly, I think we're all a little better than that.

Why don't we wait until at least the game actually comes out to engage in such idle ponderings, hmm?

Locked.