Stalker class idea, A Vampire.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

The Stalker

This is my class idea, for what is typically known as a Vampire. A vampire usually has roots and origins in mythos and historical events, like Christianity, and Dracula, but those things don’t exist in GW, so trying to draw conclusions about vampires based on real world mythos isn’t appropriate, this includes their origins, weaknesses, or powers.

I already wrote a nice long story, “Tale of the Dark Stalker”, which is an elaborate idea for a chapters background, as well as an explanation of the First Vampires origin. The stereotypical vampire is weak to crosses, evil, and blasphemous to “God”, so in this case I have developed a class which uses powers which are now forbidden by the gods because of the calamity they caused, interestingly enough, this is the reason why Vampires are only on Forlusha (the continent in the story), which goes along with the natural construct of only being able to make this new class in this chapter.

Here is a link to the story.
http://www.guildwarsguru.com/forum/s....php?t=3035147

The class is similar to Elementist, in that he uses powers derived from each god, but each power is focal on countering a certain kind of attack, or an alternate version of that gods powers, all of which are unnatural, and now forbidden.

The name for the class could most classically be called Vampire, but from the start it automatically mirrors Necromancers vampiric skills in the Blood Attribute. Because of the comparison, another name may be better, but the way Necromancer utilizes blood magic in a life stealing manner in comparison to this Vampires physical “assaults” which not only siphon life from their enemy, but immobilize them, are quite different, this I will explain further as the more unique feature of this class. Some other titles which would fit the class would be Stalker, Forsaken (by the gods), or some kind of Vampire hybrid title like a Vampir or the like. The other title which would well suit the class could be something like Incubus or Succubus, but it would have to be one title for male and female, and unless there is ambiguous title for male and female seduction demons, this wouldn’t work, although it would be a great set of armor.

Vampire may be too similar to Necromancers blood magics to be considered as a class, I know. But since classes like Ritualist, which use the spirits of the dead instead of the corpses of the dead, share a name with some of the skills a necromancer has, and moreover, are known as necromancers in the White Mantle army, as well as serve Grenth, since Ritualist is so similar to necromancer, I don’t feel an actual vampire class is uncalled for. Vampires are yet unknown, leaving the origin of such titles like Vampiric Bite miscellaneous. If Vampire isn’t going to be a class, it should at least be an enemy.

And the usual argument, a vampire can be made putting this or that class together like Ranger/Necro, will always come up. Wile ranger can use necromancers life stealing skills well, this Vampiric classes skills will be about as similar to necromancers blood magics as Ritualist Spirits are to Elementist Wards.

If you’ve read the story, you already know what the powers are for the vampire will be.

“Seduction”, the attribute which uses gender specific hexes, which will cause alternate effects depending on whether you use them on the opposite gender or same gender.
Against the opposite gender, Seduction hexes naturally seduce your enemy, against the same gender these same hexes will cause jealously, and likewise have a different effect. This attribute is focal on gender specific hexes and hex defense, with stances that increase the casting time of hexes targeting you from the opposite gender, as well as some natural defensive stances which screw around with both opposite and same gender enemies. Some examples would be a stance which causes enemies at your location to miss 50% of the time against any target besides you, a kind of actual distraction, and the skills which throw hexes you are suffering onto an enemy. The skills in this attribute should gear toward hex manipulation and defense, along with some generally effective techniques. This power comes from Lyssa.

“Transformation”, this attribute transforms you into a monstrous beast.
One of the big pitfalls of transformation would be enemies, especially demihumans which transform into a were creature, so a certain form isn’t appropriate, instead, this creature is simply a monstrous creature which is not particular to one creature, it just has large claws, large fangs, maybe horns and a hardened hide, something like a saber tooth tiger mixed with a reptile, the monstrous creature could looking different for other races. This Attribute focuses on adapting to melee comba. There would likely be a few different kinds of transformation, some transformations would be to add more damage to your attack wile reducing attack rate, some would be to add more defense, and perhaps some stronger transformations like an Elite would improve attack and defense. This attribute would include attack skills which work wile in a transformation. Increased points in Transformation increase your damage and chance of critical with any melee weapon wile your in a Transformed state. Using Transformation would increase your attack and critical with more points in this attribute, and then some more based on the transformation skill you used, this attribute has the capability to increase your characters attack power a great deal wile in a transformed state, but casting spells will transformed take twice as long, making it difficult to use any spell casting wile in this state. This attribute also includes skills which resist the effects of conditions, and reduce condition durations. This power comes from Melandru.

“Frozen Fire”, or Frozen Flame, or Freezing Flame, this attribute has the power to deal ice damage which causes burning, and raise Barriers.
Technically it is an unnatural freezing inflammation, but in actuality they are just ice damage spells that cause burning, instead of fire spells. This attribute is focal on reducing elemental damage at your location, and gains special effects if you are attacked by Fire or Ice damage. The idea for this attribute is a class which casts a Ward like effect at his location. But unlike Elementist Wards, the caster becomes immobile, and cannot activate any attack skills wile he is maintaining this effect, we can call these Barriers. Wile this attribute would contain some offensive spells, similar to fire magics, with ice damage, the majority of these skills should be geared toward making Barriers. These Barriers create effects on an area the radius of a location, and perhaps larger. Offensive
Barriers would have an radius as small as a location, and perhaps 50% wider, they can deal Heavy DoT damage on that location, because they require closer proximity to an enemy to deal damage on them, and because the Vampire becomes immobilized until the Barrier ends, or it will interrupt the effect, the Vampire is also unable to use physical attacks in the case that someone comes near them, but they can continue to cast other spells. Some of the Defensive Barriers can extend to effect areas the same radius as a binding ritual, these barriers would focus on reducing elemental damage, and perhaps causing Frozen Flame damage to enemies attacking your allies. Attack spells in this line would include effects which deal extra damage if you are hit with damage or conditions/hexes related to fire or ice spells.

“Vampirism”, this attribute has a unique skill as well as some attacks, defensive stances, and movement skills.
The Vampires Bite type skills are a new kind of stance/shutdown, which has a very unusual effect. First of all, in order to “feed” on an enemy, you have to be within touching distance, when the skill takes effect, it immobilizes the target, so they can’t move, at which time you feed on them in a particular feed stance. Wile you are feeding on the enemy you cannot use any other skills, or the feeding will end, different feeding skills will gain health from the enemy in different ways and last for different amounts of time. When an enemy is being fed on he can still use skills, but he cannot move, he can also not be attacked by any other enemies, so in a way it works as a sort of protection against any other enemies. If the person who initiated the feeding is damaged wile feeding, the damage is also dealt equally to the victim, degen conditions or hexes will not effect the victim, but if you start attacking the Vampire wile he is feeding on your teammate, you will be damaging your teammate as well. With added points in Vampirism, Skills related to vampirism will increase in power, and if you take damage wile feeding, you will absorb a certain amount of life from the enemy, increasing with points in Vampirism.

Vampirism is a melee attack attribute, and the only attribute which has a weapon associated with it, added points in this attribute will also increase your damage with this weapon (elemental spirit claws) but does not increase your rate of critical. This attribute also includes some very interesting skills, like blood attack skills, which cost adrenaline and health (not sacrifice but a certain amount of health), if you are already bleeding when you use a Blood attack skill, you do not lose the designated amount of health the skill requires. These blood attack skills increase in Damage and health loss as you increase points in vampirism, some of these attacks are ranged, and they are part of your weapons attack so they add to the damage of your weapons attack, they are attack damage not spell damage. The typical blood projectile attacks fire a homing projectile (spinning crescent blade), which moves half as fast as an arrow. Because of the speed of the projectile, you can run from it, but it is homing so it will continue to follow you until it hits you or a blocking object, although some may work like normal projectiles or move faster. Unlike first three attributes, this was not created by one of the gods, but rather stolen, from Dwayna, her powers of life and air have been reversed into life stealing and blood mixed with the power of air (this is where the flying blood blades come from). This attribute also has a stance which has high evasion and a stance which has increased speed. As for Feeding counters, when the Vampire activates a feed skill, he is in a special stance, any of these can be interrupted by a stance breaking skill, and these can be interrupted by a knockdown, if an enemy doesn’t have these abilities then he can try keeping his teammate alive by healing them, although these feeding skills don’t kill very fast unless you start attacking the Feeder only doing more damage to your teammate. Any skill which prevents knockdown also prevents feeding. Feeding Stances are different from normal stances, and cannot be mirrored either, they are like Weapon Enchantments compared to Normal Enchantments, similar but not quite the same. This attribute could also include some energy feeding bites as well.

“Forbidden Power” is the last Attribute, it doesn’t come from any of the 5 original gods, instead it comes from the patriarch of the Vampire Race, a self proclaimed god. In the story Eathin Rosha gains these powers from the gods, but along with his powers from the gods he also has an inward power he gained from elsewhere, which further enhances his powers, and made him a threat to the gods themselves.
Forbidden Power, which is the vampires primary attribute, increases the vampires health which each point in Forbidden power, adds an additional amount of life stealing per second to feeding skills, and adds regeneration to transformations. For each point in Forbidden Power increases the health stolen per second wile feeding by 2, increases the vampires health by 7 or 10, and add 1 point of health regen for every 4 points in this attribute wile in a transformation. Exactly how balanced it would be would have to be put to the test, it may not work quite right, but the attribute should increase the vampires health and increase health stolen per second by feeding skills by at least 2 for each point. This attribute would also include some ambiguous skills, similar to divine Favor. This is much like Elementists Energy storage attribute, but because giving a class twice as much health is broken compared to giving a class twice as much energy, I tried to divide it up among several smaller improvements. It may be very appropriate for this class to have a lot of extra health in the advent that many of his skills in all of his attributes have health costs besides just Vampirism.

The vampire doesn’t use health sacrifice like Necromancer, skills which cost health on the Vampire deal more damage to the enemy and himself as you raise points in Vampirism, this is offset by the Vampires higher health and can be avoided by bleeding. There will likely be an enchantment in Vampirism which allows the Vampire to cast his self damaging attacks and skills without losing health as well, and an Elite, which steals health in the amount lost when he uses an attack that cost him health. The Feeding skills would range in capabilities, the first and most common feeding skill can only work if the enemy is bleeding, in which case you gain health regeneration in the amount of their degeneration, lasting about 5 seconds, this skill could be cast often, perhaps every 15 seconds, but not only could this skill be interrupted by a stance break or knockdown, and defended from anti-knockdown skills the same as any other feeding skill, but if the enemy is cured of bleeding wile your feeding on them, it is also interrupted. Some of the more advanced feeding skills would steal a certain amount of life per second for 5 seconds, or Health Siphoning directly. A good Elite would hold onto the enemy for 10 seconds and siphon 2 degen, and when the feeding ends it steals a certain amount of health for each second you feeding on the target. Feeding skills would usually cost adrenaline, and you lose all adrenaline when you use a feeding skill.

To elaborate on the weapons a bit, they are Spirit claws, typically of an elemental type, these are typically elemental, and can be modded. They are naturally melee, but some of the blood attack skills can actually deal ranged damage with these melee weapons as a modifier, giving them mid and full ranged attacks. These claws would look like translucent blades attached to the outside of the tip of the finger, with the hand straight they extend off the finger tip, but also down the outside of the hand, but with the fingers bent, they remain aligned with the furthest joint of the finger tip, with the blade protruding forwards from the finger and backwards. This is where I wish I could draw a diagram and knew how to post my pictures on the forums.

These weapons are made of the vampires spiritual power, the average claw does air elemental damage, if it doesn’t have any other mod added to the weapon, it will be air elemental damage. Vampiric mods would actually be bad for a Feeder Vampire because you sitting there with degen wile your feeding…. Not good. These weapons take up both hands, they attack at the same rate as Hammer, but the damage is weaker, like horn bow, they have a natural 10% armor penetration. You need these weapons equipped in order to use Blood Attacks from the Vampirism Attribute, but the Transformation Attribute has skills which add damage to any melee weapon you use, sword, dagger, hammer, or spirit claws.

The armor is also made of Spiritual Power, often looking formal similar to Mesmer, but having a hard consistency which repels attacks well. I will try to get some pictures to show what I mean, maybe I will post them here if someone can show me how.
The base armor rate is 75 or 80, and the armor has +5 energy on the leggings, also including some very effective mods for different builds. Stalker armor looks very rigid and formal, each piece adding an extra 20 armor wile feeding, and the body armor reduce bleeding degen by 1. Destroyer armor is made for the Transformation Vampire, adding damage absorption of 2 wile transformed, it looks like a draping cloak and pants or gown made of loose flaps of cloth. The Incubus/Succubus armor would look particularly seductive, with very tight cloths that enhances their attractive features, muscles on men, you know what on women, this armor has an extra 10 AL vs attacks from enemies of the opposite gender, and the body armor increases the casting time of hexes targeting the Stalker by 1 second (because their attraction distracts people universally?). The Dark Mage armor would have a very unique look, the armor would be more colorful than the others, with a flashy embroidery, higher energy of course.

The most unique and enjoyable part of the Vampires armor would be the head gear, which would actually be a cape. This cape would override any guild cape you have, it would still have your guilds emblem on it, but it would look different. This cape is a full cloak, the seducers cloak would wrap over the shoulders with an opening in the front, and have a hood. The Stalkers Cloak would have a slight point in the shoulders, and a tall pointed collar, it would cover the front of the shoulders with a wide parallel opening in the front. The Destroyers Cloak would be thrown over the shoulders so it doesn’t cover the front. The Dark Mages Cloak would be 2 separate flaps laying on both shoulders, connected in the back down to the waste, but flowing to the ground on the sides. All of the cloaks flow all the way to the ground. If your wearing the cape you can choose to hide it like any normal “head gear” and instead your cape would show, hide your cape as well you see nothing. If you hide your cape but not your Cloak you will not see the emblem on your cloak, unless your in PvP. Basically, as long as you wear the Cloak “headgear”, it replaces your cape, and the only thing left of the cape is the emblem which will be added to your Cloak. The basic look I’m going for is Dracula in Castlevania, and the vampire Myer from Vampire Hunter D BloodLust. Hopefully there would be enough vampire armors for players to emulate whichever look they desired (within reason).

This class serves as a close range “trapper” and anti class, most of his skills have melee or short range, so he has to get close to you, but because of the potency of his techniques, it would be most effective to run, thus the title Stalker may be appropriate. Each attribute is focal on countering a type of attacker, Hexes and certain gender, heavy damage and melee, fire and ice damage, and damaging attacks in general. The idea is to make a class which is alternate to shutdown counter, instead of countering the enemy with shutdowns, it counters the enemy by punishing them for making an attack.

I will continue with some examples if anyone needs more elaboration on the classes skill types and functions, but they are not perfectly balanced figures, just guidelines for a kind of attack. And when I get some time I will also add my ideas on attack, blood attacks, spell casting, and feeding looks, or how the character may look wile using these skills. No stupid buffy vampire faces when they feed, soooo lame.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Over all you’ve created a very original profession, although I do disagree with a few things and have some questions. First, is he a melee/caster? Such versatility would be fresh in Guild Wars and fully support it. But I find it a bit harsh to only have the profession available in this Chapter, I read the majority of the story mind you. Will it at least be available in PvP? Also I think a demonic/winged/horned figure would fit the transformation line better, even though that would be rather generic.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

It can only be made in this Chapter, just like Assassin and Ritualist. When the chapter comes out there will obviously be some new event that allows people to enter and leave Forbidden Continent, it will be a new class which is previously undiscovered because of the barriers that were in place, but just like Canthans, after the chapter comes out they will be a new class you can take with you.

I went with the mixed "beast" transformation because he is basicly a monster, this can be used by just about any demihuman and still be logically benificial. Demonic would definetly describe this creature, and it could have some cool looking horns, but wings and flight are a whole other set of capabilities, and I don't want to push them that far.

I was thinking about some fast movement, floating type movement stances which would be available in the Vampirism Attribute, and perhaps that the class itself float over the ground instead of walk, like in light steps which hover momentarily, and if they use a speed increase skill they would fly over the ground altogether, but that is only in look, not some special capability.

What I was going to say about the Vampires casting motions is that they float over the ground a little, and their cape flairs out as if a a wind is lifting them (not out of control winds though). They cast with their left hand, raising their fist in front of them, than flinging their open hand out toward the enemy. Necromancers float off the ground wile they cast their dark magics, but they twist around in agony, a Vampire is literally casting from the bowls of power within, and makes motions as if it is easy, wile his capes flashing about makes it look like he is summoning the fires of hell.... Oh wait, he is, "Frozen Fire".

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Quote:
Originally Posted by BahamutKaiser
It can only be made in this Chapter, just like Assassin and Ritualist. When the chapter comes out there will obviously be some new event that allows people to enter and leave Forbidden Continent, it will be a new class which is previously undiscovered because of the barriers that were in place, but just like Canthans, after the chapter comes out they will be a new class you can take with you.

I went with the mixed "beast" transformation because he is basicly a monster, this can be used by just about any demihuman and still be logically benificial. Demonic would definetly describe this creature, and it could have some cool looking horns, but wings and flight are a whole other set of capabilities, and I don't want to push them that far.

I was thinking about some fast movement, floating type movement stances which would be available in the Vampirism Attribute, and perhaps that the class itself float over the ground instead of walk, like in light steps which hover momentarily, and if they use a speed increase skill they would fly over the ground altogether, but that is only in look, not some special capability.

What I was going to say about the Vampires casting motions is that they float over the ground a little, and their cape flairs out as if a a wind is lifting them (not out of control winds though). They cast with their left hand, raising their fist in front of them, than flinging their open hand out toward the enemy. Necromancers float off the ground wile they cast their dark magics, but they twist around in agony, a Vampire is literally casting from the bowls of power within, and makes motions as if it is easy, wile his capes flashing about makes it look like he is summoning the fires of hell.... Oh wait, he is, "Frozen Fire".
I never knew that the Assassin and Ritualist could only be created in Chapter 2. I thought once you bought Chapter 2 you could create them in Chapter 3, Chapter 4, Chapter 5, etc etc etc.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

We woln't know if they will allow you to make them in other chapters, but it requires a certain chapter to make Assassin and Ritualist. Either way, Vampires should only be made in the continent that they are from, they could be made in other chapters if they wanted to (as if they are going to make this class...), but the story line that I wrote pretty much seals vampires in Forlusha. Although, after you beat the chapter it may break the seal on Forlusha, allowing Vampires to spread..... which might be a bad thing?

I realy don't know how all that will work, but I know you can't make Vampires in Prophecies, we can't even make Assassins in Prophecies, and unless they carry over content for classes which are exclusive to a certian chapter in every chapter, then we woln't be able to make exclusive classes anywhere we want... Vampires or otherwise.

Rikimaru

Rikimaru

Wilds Pathfinder

Join Date: Dec 2005

R/

You said someting about a "Vampir" in there, I think you meant Dhampir.
And it's a really well thought out class, obviously you've put more time into it than most people would even consider, lol. But unless you read the story, the attributes don't seem to fit together as a single class, and if they added this class they'd have a hard time summarizing that information into the little box by the class when you're choosing one for a new character.
Each attribute functions both with a completely different means and a completely different goal.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

Well the Attributes underscore the many different powers vampires are known to have, I actually messed up on the Frozen Fire bit, it was ment to be more of a weather effect which functions alot like a binding rituals effect, I may alter it.

It may seem like randomly thrown together attributes, but anyone who really thinks about a vampire knows these are steriotypical powers of a vampire, seductive powers, transformation into beasts and animals, unnatural magics and of course they feed on blood and could reasonably do special things with their blood. I didn't however do a good job of designing the attack types for these attributes, I ment for them to be more counter based, that way they are used to mount powerful counters against certain attacks, but I ended up making it quite offensive, expecially the transformation and Frozen Fire attributes.

I will probably revise it soon, I kind of rushed it because I had spent so much time writing the story rather than coming up with the idea, and even forgot the focal reason for some of the powers and their intended uses.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

I revised the concept a bit and totaly redid the frozen fire attribute, it is now an Elemental defense and Barrier skill oriented attribute.

Verlas Ho'Esta

Academy Page

Join Date: Jan 2006

Very nice. Very original, and well thought out. I'd definitely like to see this in chapter three (along with Rikimaru's Hollow class, BrotherGilburt's Raider class, and arcanemacabre's Feral class).

Rikimaru

Rikimaru

Wilds Pathfinder

Join Date: Dec 2005

R/

That'd be kind of cool if they had a barrier skill that trapped you and everyone else in it's radius in a giant jagged block of ice, making it so that no one in it can move or attack, but they can't be targeted, and if someone targets the ice and uses fire damage on it it goes away.
It could be maintained and drop your energy regen to 0.
The problem with that though is that it completely goes against the concept of Frozen Flames. It just sounds cool...

Is the idea behind the Vampirism skills that you clamp on to the person and start feeding off of them? That sounds like a pretty cool skill, latching on to someone and having your health/energy go up as there's goes down.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

Well the idea for some of these skills would be great to carry over for other classes, barriers in specific would make great new skill types for Elementist.

I don't think putting a large group stuck in a block of ice is quite appropriate, I could see an Elementist using a Blizzard "Barrier" skill which does cold damage over time and slows enemies with ice hex for 1 second on each hit, but freezing them all in place is pretty powerful. The feeding skills freeze an enemy in place, leaving just one person immobile (besides himself), that alone is quite powerful, which is why the feeder can still get hit and the enemy can't, they just screw their own teammate if the enemy starts attacking the feeder.

Anyhow, the idea of a barrier is a mix between Ritualist binding spirits and Elementist DoT spells. Barriers would have defensive and offensive capabilities particularly pertaining to elemental damage, but because it immobilizes yourself wile maintaining instead of making an immobile spirit, it is granted better radius of effect and lower cost, which would be a neccesity for a low energy class.

This class serves as a very good melee range attacker, and a very good secondary for casters, being able to hold an enemy "hostage", is a great way for a caster to keep from getting squashed on the front line, and maintaining a barrier is a good way for Casters to hold their ground wile casting other spells. Because Barriers take away your mobility and your attack ability, it is alot easier to justify some effective numbers on this kind of skill.

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

Um...we already had that...and they're very annoying to deal with...

it's called a touch ranger!

Kijik Oni Hanryuu

Desert Nomad

Join Date: Feb 2006

the 7th level of HELL! J/K Somewhere in GW assassinating things

[acid]members of the KAWS alliance

A/

lightblade,not cool, bahamyut thought this very well out and you should not be downsizing his work! ANyways I love the idea, my only problem would be the armor, 75-80 is not too bad but +40 ZOMG thats a good 110-120 they would be the new thing in tankin.

Lets Get to Healing

Banned

Join Date: Dec 2005

You want see?

True Gods of War [True]

Mo/W

Do some of the hexes affect different genders? Because of so this may cause imbalance issuses.

Verlas Ho'Esta

Academy Page

Join Date: Jan 2006

Quote:
Originally Posted by Kijik Oni Hanryuu
lightblade,not cool, bahamyut thought this very well out and you should not be downsizing his work! ANyways I love the idea, my only problem would be the armor, 75-80 is not too bad but +40 ZOMG thats a good 110-120 they would be the new thing in tankin.
So? My warrior has 120 armor now, before factoring in skills, shouts, and spells. What's your point?

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

No, I fricking HATE vampires!

*No* ninjas, *no* pirates, *no* vampires!

/unsigned!

TheSonofDarwin

Lion's Arch Merchant

Join Date: Jun 2005

The Black Hand Gang [BHG]

Mo/

Quote:
Originally Posted by Numa Pompilius
No, I fricking HATE vampires!

*No* ninjas, *no* pirates, *no* vampires!

/unsigned!
Well, the community has already created an essence of ninja and pirate in the game (annoyingly, might I add).

Well thought out idea, truly. As long as they made it fit appropriately, I don't see why it wouldn't be a nice addition. I tend to enjoy vampire-esque ideas, but when it comes down to actually implementing it almost every other game has fallen far short of acceptable. I would be interested in seeing how they would manipulate this idea, for sure.

Rikimaru

Rikimaru

Wilds Pathfinder

Join Date: Dec 2005

R/

I'm going to add that Hostage idea to my Gunslinger concept, just for the hell of it.

M C H A M M E R

M C H A M M E R

Wilds Pathfinder

Join Date: Dec 2005

Drunken Rangers [DR], Sig of Ultimate Doom [SiG]

W/

Lmfao @ Seduction -_-

Alcazanar

Alcazanar

Lion's Arch Merchant

Join Date: Jan 2006

Cavalon (swe)

Desert Flame [DF]

W/N

great job kid you just suggested A/N
NEXT!

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

OH, so an A/N can hold enemies hostage, create a new form of AoE Barrier for offensive and defensive purposes, or work as a heavily armored melee unit? Gee, I didn't know that, thanks for informing ME.

Lack of perspective isn't a legitimate disaaproval, this class has more then a few original abilities, perhaps too many, if that were the argument I might heed warning, only to say I hope they could fit it all in one class without being imbalanced.

And listening to someone call me kid, relaying that he is old? Perhaps this underscores the creativity and enhanced perspective of youth vs the narrow and stubborn mindset of the elderly. I happen to be 22, and this idea is more than original, but thanks for insulting yourself.

Neither an Assassin nor a Necro can capture enemy units wile feeding on them, neither of them can obtain a reasonable amount of defense to club on the front line, Necros restrictive AoE capabilities (Wells which require corpses) are far dissimular from Barriers (which require the mobility and attack of the caster).

Under your broad implecations, Necromancer should not have hexes, because Mesmer revolves around hexes, Necromancer should only have corpse raising and manipulation and lifestealing. Fortunatly many of our classes are versatile, incorperating simular elements in alternate ways, creating new classes to enjoy the game with, none of which are any more dissimular to my Stalker class.

Thank You, come again.

As for some of the issues brought up by our less offensive members, the armor a warrior has is somewhere from 80-90 AL, including buffs like damage reduction, or energy, but most commonly an extra 20 vs physical. If you add another 16 armor in the use of a shield, you get a "possible" maximum of 96+20 vs physical, or 106, and Warrior can add absorption runes. The added armor on a Stalkers armor only kicks in wile he is feeding, and since taking damage wile feeding kills the victim faster than the feeder, it actually insulates the victim from getting wiped out easily.....

The fact that this class also utilizes a dual hand weapon like Assassin means that in order to use Stalkers "Vampirism" attribute to increase feeding, which will inclusively improve his melee weapon and attack skills, he will not be able to use a shield for added defense. If a Vampire character tries to put points in tactics to use a shield, he will also end up using a single handed weapon, and his attack damage would be rather weak if he is already pooring points into Vampirism and Tactics and Forbidden Power.

A stalkers primary defensive strength would be Transformation, and since it is a easy secondary to incoperate into other classes, it can help other classes with offense and defense in melee. Compared to using Tactics from Warrior, you only get a defensive boost in the use of a shield, and skills which realy arn't enough for a weaker class to make the front line. With Stalker as a secondary, along with transformation, you can use transformation to gain some added melee damage and defense with the use of a skill..... at the cost of your casting efficiency.

But still, I intend to redo the armor strengths, this class should have adrenaline as part of its skill costs, but it may require an extra bar of energy regeneration to function reasonably with his casting capabilities, unless adrenaline is an acceptable cost source for seduction and frozen fire skills. I think it is more important that this class have adrenaline capabilities, because we are now limited to Warrior for adrenaline use, which is a realy poor secondary choice for casters and most others. I think we need more classes which can utilized more versatile adrenaline skills, which would be effective for ranged, or give them more insentive to get into melee.

(Edit) I went ahead and changed up the Incubus and Succubus armor to be less defensive vs damage and more defensive vs hexes. And I reduced the Feeding triggered armor on Stalker armor wile adding reduced degen from bleeding (making bleeding less determental to the Stalker as a trigger for his blood cost attacks).

Kijik Oni Hanryuu

Desert Nomad

Join Date: Feb 2006

the 7th level of HELL! J/K Somewhere in GW assassinating things

[acid]members of the KAWS alliance

A/

ty tyvm I dont want the poor ickle tanks to be out of a job :-P and I think ot would have been fine to have the forty bonuis if the natural armor was caster armor. I think this weay mainly due to the fact that the Stalker, being able to use spells and such could easily demolish anything with such high armor plus spiking. See, the usual trade off is dies quick but kills/heals quick(caster) or dies slow but doesn't spike well at all(tank). So that's just my backing. Verlas I was fairly misleading in what I meant I am sorry I had meant the too much armor in the different fashion as I just described. Bahamut good job tho, keep spitting out cool classes like this and I am sure anet will use ATLEAST one of em. better than a class diea like (class idea name here):umm he kills stuff by shooting them....HE IS TEH 1337Z0R5 HE HAXXOR5 YOU WIT TEH UBER 1337I5M 5H007ING SKI115!!!!

Verlas Ho'Esta

Academy Page

Join Date: Jan 2006

I've been mulling it over for a day or so, and I've become a little worried about the gender-dependent spells in the seduction skill line. Now, we all know mature people will see this as a flavorful and appropriate option, and children won't really care as they're mostly too young to notice. But then you run into the problem of over-sensitive, immature adults who get offended way too easily. You know some idiot is going to scream bloody murder about equality or some other nonsense.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

I think the cloths available to women do alot more to offend "sensative" people than "seductive" techniques, I didn't suggest anything like "pelvic thrust" skill mind you. Sensative people shouldn't be playing a killing, monsters and witchcraft game anyways, that is literally what it is.

If they are going to scream bloody murder, they would have done it as soon as they saw the trailer for Factions, where Shiro kills the emperor, and that ritualist that got fraged was rather brutal too, this is a mature game, and they had to change the rating already, having some seduction skills in a class along side the already seductive appearal available is hardly a sin.

I appreciate the recognition guys, I usually spend 90% of the time beating down idiots, fortunately I have been executing them regularly since I got here, and there are less and less of them doding around. It may just be that vampires are so widely popular that people catch onto them, but that is all fine with me.

I agree with some of what was said by.....one of you guys, that making a vampire class should be done well, not half ass or weak. I think that is where they laxed with assassin, they tried to limit his special abilities too much and the one thing that makes assassin fun to play (teleporting) is barely available enough to enjoy. If they make something like Vampire, or even like my Dragon idea, they need to make it worthy of the title, these kinds of characters are the highest archtypes of fan appreciation, they shouldn't be underscored.

I actually find it kind of funny how Anet seems to build up classes in their characters in the trailers, yet you end up with a shadow of what you were impressed by in actual play. Devona with 2 swords in the trailer, single sword in the game, and Devona has a Hammer instead, Assassin doing a fantastic teleport into a death move on Shiro, and we barely get to use them in actuality, I hope they don't continue with these trailer build ups and gameplay letdowns.

Alcazanar

Alcazanar

Lion's Arch Merchant

Join Date: Jan 2006

Cavalon (swe)

Desert Flame [DF]

W/N

stalker -> assassin vampire -> necromancer

anyways i´think youre wasting your time kiddo
they have said that gender shouldnt affect you charactor
in any way, and that defensive barrier and all that junk
i dont think anet or whoever it is wants to program all
that HONESTLY, and stop flaming me by the way

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

Quote:
Originally Posted by TheSonofDarwin
Well, the community has already created an essence of ninja and pirate in the game (annoyingly, might I add).
Then I will sign ONLY if we're talking about a vampireninjapirate! With eyepatch, pegleg, parrot, black loose-fitting dress, poisoned shuriken, and pointy ears & teeth and allergy to sunlight. And it must incessantly say things like "Arrr, matey, we be superior beings to the cattle, because we know the way of ninjutsu!".

THEN I'll sign.

CartmanPT

Academy Page

Join Date: Oct 2005

W/Mo

Quote:
Originally Posted by Alcazanar
and stop flaming me by the way
Please look at your other post.....

Quote:
Originally Posted by Alcazanar
great job kid you just suggested A/N
NEXT!
The next can be one of your threads in sardelac...... closed ...... crap.....closed.......

Nice work at flamming others when you dont seem to be able to have an ideia with more than 3 lines.

Back on topic, i like the idea, its seems a little hard to me to make a lot of skills with that attributes, but i think that would be a nice idea to make the gender have other effect than just looks

KvanCetre

Wilds Pathfinder

Join Date: May 2005

The Madison Scouts

E/Mo

Seduction seems almost useless, especially in PvE :\

Alcazanar

Alcazanar

Lion's Arch Merchant

Join Date: Jan 2006

Cavalon (swe)

Desert Flame [DF]

W/N

Quote:
Originally Posted by KvanCetre
Seduction seems almost useless, especially in PvE :\
thats my point!
how do you seduce a skeleton? :S
and those Aatxe are they male?

Kijik Oni Hanryuu

Desert Nomad

Join Date: Feb 2006

the 7th level of HELL! J/K Somewhere in GW assassinating things

[acid]members of the KAWS alliance

A/

Seduction will be semi to useless on some enemies, just like certain types of damage on certain enemies is reduced and like stone enemies are immune to poison, besides he has three other skill lines.

Alcazanar

Alcazanar

Lion's Arch Merchant

Join Date: Jan 2006

Cavalon (swe)

Desert Flame [DF]

W/N

final post...

go ahead and post your idea to anet
but i dont think they will use it.
Okay you worked hard to get some class
but i seriously dont think anyone wants
to do the programming of barriers and
holding enemies, and the sedduction
thing is just insulting

Liu

Academy Page

Join Date: Jun 2006

Gender specific hexes?

...

Why do some people not realise why that can NOT EVER BE DONE. EVER?

Also, Vampires ARE too much like necromancers, Vampiric Bite? Vampiric Touch? Order of the vampire? Vampiric gaze? It is difficult but you must think up something completely new. I mean who saw ritualists or assassins coming?
Exactly...

EDIT!!!

I've also just noticed that this will spawn neverending hurr hurr jokes about seduction, and the class overall. Private dances for money and other pathetic things.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

This is the part where I am glad to have a working history of success in the face of ignorant denial.

If you take the time to read, I already addressed your perspective Liu, and I don't need to add anything, but since you spent more time writing a reply then reading the first part of the concept I will outine the issue of simular classes and class titles compared to skill titles.

Quote:
Originally Posted by TheOP
The name for the class could most classically be called Vampire, but from the start it automatically mirrors Necromancers vampiric skills in the Blood Attribute. Because of the comparison, another name may be better, but the way Necromancer utilizes blood magic in a life stealing manner in comparison to this Vampires physical “assaults” which not only siphon life from their enemy, but immobilize them, are quite different, this I will explain further as the more unique feature of this class. Some other titles which would fit the class would be Stalker, Forsaken (by the gods), or some kind of Vampire hybrid title like a Vampir or the like. The other title which would well suit the class could be something like Incubus or Succubus, but it would have to be one title for male and female, and unless there is ambiguous title for male and female seduction demons, this wouldn’t work, although it would be a great set of armor.

Vampire may be too similar to Necromancers blood magics to be considered as a class, I know. But since classes like Ritualist, which use the spirits of the dead instead of the corpses of the dead, share a name with some of the skills a necromancer has, and moreover, are known as necromancers in the White Mantle army, as well as serve Grenth, since Ritualist is so similar to necromancer, I don’t feel an actual vampire class is uncalled for. Vampires are yet unknown, leaving the origin of such titles like Vampiric Bite miscellaneous. If Vampire isn’t going to be a class, it should at least be an enemy.

And the usual argument, a vampire can be made putting this or that class together like Ranger/Necro, will always come up. Wile ranger can use necromancers life stealing skills well, this Vampiric classes skills will be about as similar to necromancers blood magics as Ritualist Spirits are to Elementist Wards.
To begin with, the class name is Stalker, it is basicly a way around calling it vampire, with the exact same pretense, but if it "can not" be called vampire, Stalker is just as good, you can see that on the header of the window if you take 5 seconds to look. I didn't try to hide the true identity of the class either, so don't even bother saying so, it is also in the title, as I have already said, Vampire and Vampiric skills are just descriptions for skills on other classes, just like Vampiric weapon, a ritualist skill, this is very simular to Blood Ritual, a Necromancer skill, which doesn't make ritualist an unacceptable title. To be more specific, White Mantle Necromancers are called "White Mantle Ritualist".

Trying to limit new class identities based on any association, skill, monster, or simular, will only remove nearly every decent title from being a new class. There are hundreds, if not thousands of pretenses throuought the game, if you eliminate every title that has anything to do with an exsisting classes skills titles or NPC names, you basicly have to use another language to come up with something totaly unrelated. Can we not have a class called Defender because there are skills with defender in it? Can we not have a class called Protector because there are skills which have Protect in them? We have a ritualist even though there are a few necromancer skills with ritual in the title....... making a class called Stalker, or Vampire, even though we have necromancer skills that have "Vampiric" and "Vampire" in them is exactly the same.

Who saw Assassin coming?, me of course.
http://www.guildwarsguru.com/forum/s...ad.php?t=10656
Please note that I wrote when I bought the game, about a month after it's release, proving my logical insight on truely obvious developements, these things may be beyond you, but I'm not you thankfully, and assuming others are as limited as you is.... I'll save you the harsh language for now.

I actually wrote another thread detailing 2 class ideas which had a shapeshifter called a shamen, one of his attributes was Rituals, perhaps too dissimular to compare, but.... Yeah it didn't hit me out of the blue. This just proves that I see further then you, since it hit you out of the blue.

That is all Liu...

As I have been suggesting class ideas before "leet" like you even recognized that there would be new classes, and surprizingly enough recognized the best and most likely class at that, and many of my suggestions were actually represented in the class we now call Assassin, in the oriental based chapter that didn't fit "their" perspective of GW MO. Why, because I have much insight to share.

First of all, these skills types use systems which are already in the game, you can already immobilize a person with Knockdown, all they have to do is alter an exsisting function so it doesn't serve as an interrupt, nor disable actions, but keeps them from moving for a set period of time. I don't even have to justify barriers, it is just a new way to provide a localized DoT effect, it simply has a different requirement than a binding ritual or DoT spell, and it would also have new effects.

I am sorry I didn't finish introducing seduction, I had already designed a functional plan for alternating hexes, but forgot to add it. The hex has a listed effect on enemies of the opposite gender, for any other creature, be it the same gender, even if it is another species, seduction, like pheromones, can still cause a reaction. The hex would have an alternate generic effect of less potency, on enemies of an unspecified gender, unless the creature is without gender, like a rock golem, making it invulnerable, no different than any flesh oriented condition. Quite simply, there is an easy remedy for the problem, and if you had insight you could recognize that, but your resistance reguardless, so it doesn't matter what you think, because baseless resistance is irrational.

A new class needs a new gameplay technique, trying to oust a class idea because it has a required new gameplay feature is like trying to find a new class in a class combination, a new class requires something that cannot be provided by another class, or it does just fits into your original statement "A/N".

Your arguments are bullshit, no dancing around it, first you try to disapprove of my idea because you didn't recognize Stalkers unique capabilities, and call it a hybrid of current classes, then when I Axe your ignorant reply, you try and disapprove of its unique capabilities. You basicly disproved your own possition, that isn't even a perspective, it is blaitent offense without legitimate cause. I owe no respect to a flaigrantly slanderous writer who cannot recognize nor respect other peoples work, you don't have any justified disapprovals. Disrespect where Disrespect is due as I say, pandering to social acceptance and courtesy to someone who deserves to be humiliated only breeds more ignorance.

As I often say in most of my class suggestions, if you can't recognize my concept or find something that doesn't add up, ask me how it could and would work, and I will be glad to explain it to you. Most of the time the explaination is already there and you overlooked it. Coming in here and proving your ignorance about the subject, than continuing to disapprove in opposition to you own, previous, disapprovals, is not only ignorance, but immaturity. The only acceptable response to being proven wrong is an apology, followed by more diligent recognition, the fact that you return to slander some more after already being corrected just proves how childish you are.

So who is a "Kid"? I will not listen to another ounce of ignorance nor immaturity from such an childish writer, Since this is your "last post", it may not matter that that I cannot read any more of your trash, but since I doubt you are mature enough to keep your word, I will add you to the ignore list anyway. You can't find a problem with this class because it is functional, it may have open ends but there is nothing broken about it, and it is plenty original enough, and even more popular. But feel free to insult yourself further if you wish.

Now that that buisiness is through, completely, I will try to be more civil. I will try to take some time tomorrow to elaborate on Seduction hexes, as well I have yet to add a key skill which allows Vampire to reduce DP he incures when he dies, and self ressurecting skills in Vampirism and "No Attribute".

P.S, if the moderators feel the need to edit or remove this post because of its intensity, then feel free remove the slander Alcazanar calls a reply.

Kijik Oni Hanryuu

Desert Nomad

Join Date: Feb 2006

the 7th level of HELL! J/K Somewhere in GW assassinating things

[acid]members of the KAWS alliance

A/

All I can say is, QFT to everything Bahamut says, you ahve earned my respect Bahamut, few have I seen that leave no holes in their statements, QFT

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

I intended to suggest some skills which reduce DP and allowed the Stalker to prempt death, but I'm not sure if it is too powerful or if a primarily attacking unit should have this, but it is fitting to the class and as a self cast only skill it isn't the greatest thing in the world.

Anyway, this is what I had in mind.

Immortality (Elite Enchantment), 5 energy, 1/2 cast, 30 recast. Gain Immortality for 20 seconds, if you die will Immortal, you will return to life after 10 seconds with 50% health and 0 energy, and your DP is reduced by 1-12% (Forbidden Power).

Blood of Rosha (Elite Skill), 5 adrenaline, 1 cast, 60 recast. For 10-30 seconds, if you die wile bleeding, you return to life after 5 seconds with 100% health and 0 energy, and bleed for 10 seconds, and throw blades of blood at all enemies at your location dealing +10-25 damage. This skill causes bleeding for 10 seconds (Vampirism).

Unnatural Persistence (Enchantment), 4 adrenaline, 1/4 cast, 30 recast. Gain Unnatural Persistence for 5 seconds, if you die wile under this enchantment, you return to life after 10 seconds with 50% health and 0 energy, and suffer weakness for 20 seconds. (Forbidden Power).

Peaceful Slumber (Skill), 10 energy, 1 cast, 60 recast. For the next 30 seconds, if you die you suffer from no death penalty. (No Attribute)

I could write more, but you get the point. I don't know if these are too powerful, but we already have skills like Divine Intervention which heal you if you take fatal damage, coming back to life after dying is basicly just a delayed Divine Intervention, except you die, often suffer DP, and may lose a match before you self ressurect if nobody else on your team is alive..... I don't realy think it is overpowered, it's only key strength is that you can provide your own resurrection, but on the flip side, you can't keep anyone else alive.

I particularly like the one which does an attack on enemies after you return to life, and all of these would mix well with a necromancers Death Nova capability. Most of the time you would rather wish to bring skills which keep your teammates alive rather than support their deaths, but if you know they are dying on purpose.... it is rather benificial. Dealth Nova and Corpse Explosion support from a Secromancer wile your Stalker intentionally throws away all his life with health cost skills then cast Blood of Rosha to bleed himself to death, and Peaceful Slumber to negate the DP is a powerful combo, Nova upon death, Explosion with corpse, and about 4 seconds later you come back to life and hit anyone still there for +10-20 damage.

It may also be nice if you could use DP restoring or countering moves on your teammates...... And these don't need to be exclusive to Stalker, It would make alot of sense if Ritualist, Monk, and maybe even necromancer had simular skills.

TheOneMephisto

TheOneMephisto

Forge Runner

Join Date: Nov 2005

Nice idea, but these skills might be able to be exploited for EoE bombs and the such. For instance, 7 necros sac themselves with sig of agonay and other skills, and use blood of Rosha. Then they sac again, and the R/Mo or whatever uses light of dwayna. Or you could even find out a way to do 5 EoE bombs in a row with LoD, the 2 rit area reses, and blood of Rosha. Great idea, but maybe make the minimum res time like 10-15 sec.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

This is true, but you can also rez people and let them die with Vengance, which will incure no further DP and can also be removed on purpose with skills which remove all your enchantments.

It could be exploited by EoE, but it could also be a counter for EoE, as long as one member of you team is alive, you can send in self resurrecting melee and other attack units. EoE isn't healing them either, and if your characters self rez than they can move right back into battle without sending in another victim to bring them back to life. It actualy serves as a better counter to EoE than a tool.

On a related note, they should probably make a few spirit counters, like Wards and Wells which protect against any damage or damage bonus from enemy spirits, something along those lines. Although good use of some ritualists spirits may very well be enough to defeat EoE.

EoE is an exploitable move in general, the fact that abilities can be used to exploit these are not reasons to avoid them, no more than we need to remove Sac and self damaging skills.

If Blood of Rosha tolk 10 seconds to trigger, than there is no way in hell it would trigger in time to catch anyone, it will be easy to escape the effect even with snares at 5 seconds, the delay cannot be longer.

Dying is always a risky tactic, returning to life in 5 or 10 seconds leaves plenty of room for you team to die and lose anyway, and takes you out of the battle for a significant period of time. The fact that these skills can serve greater purpose in combination is a natural advantage, not having this advantage is unbalanced, it needs them. Death, Dp, skill cost, a free corpse which may be used by either side, and time spend completely neutral, all add into the cost of this skill, the fact that it can be used together with other techniques is a naturally balancing part of the equation. And since it works in advantage to either side suffering from EoE bombing, it isn't unbalanced even slightly.

Inspiration

Pre-Searing Cadet

Join Date: Aug 2006

UADD

R/Mo

congrats! you've made a cultist!!

Poison Ivy

Poison Ivy

Forge Runner

Join Date: Jan 2006

Toronto

Hopping

Mo/A

I thought Necromancer wasn't wasn't removed yet?

Kijik Oni Hanryuu

Desert Nomad

Join Date: Feb 2006

the 7th level of HELL! J/K Somewhere in GW assassinating things

[acid]members of the KAWS alliance

A/

Iswear some people areso dang closed minded-.- bet yall are the same people that say "ZOMG the assassin is teh ripoff of teh warriore!!!!111!!one!1"