New Classes for future Chapters

Lampshade

Lampshade

Wilds Pathfinder

Join Date: Jun 2005

USA

Xen of Onslaught

This is a place to post ideas about new classes for future chapters.

Include:
weapons types- (wands,swords,spears,twigs?)
class role- healer, tanker, damage?
Attributes- eg Strength, Fast Casting
Spells

any thing else

I was thinking about a Druid but all the Nature spells are for Rangers.

theclam

Jungle Guide

Join Date: May 2005

I think we could use another melee attacker, since all but one of the classes are ranged. It's hard to think up new classes, since you can make almost any RPG archetype in GW, because of the dual class system.

Speedy

Speedy

Academy Page

Join Date: Jun 2005

Texas

Knights of the Alliance - KoA

Mo/W

Some sort of rogue will be nice.

thetrojansheep

thetrojansheep

Academy Page

Join Date: Jul 2005

Most jobs are already covered by the existing classes, but here goes nothing...

Introducing...
The Assassin!!! (omg, prepare to be pwned...)
Attributes:
Sneak (Primary): Each point in = +1% movement speed, movement skills
Espionage: Controls skills that hinder enemy movement, kinda like traps
Two Weapon Fighting: (Omg, its bound to happen...)
Murderer Skills: Status Ailment Stuff, great fun

Weapon Types: Twin swords / axes / mixture

Class Role: Runner / One on One combat



kinda reminds me of a ranger though =/
oh well

Gearfire

Gearfire

Ascalonian Squire

Join Date: Jun 2005

Alabama

Some Nerds

R/Me

I think something that could add alot to the game is something like a Lancer, the Final Fantasy Tactics kind.
They could get very strange and creative with something like that. The Mesmer of non-spellcasters.

Plus they looked kick ass.

Weapons are lances or course. Halberd, spear, and pike for variations of weapon attributes if they wanted a system like ranger's bows.
An attribute, jumping... I really have no idea how I would implement something like that (from FFT) into Guild Wars...

But thats also just the thing, the class would be very open to implement almost anything weird they wanted into. Doesn't have to be jumping.

QuixotesGhost

QuixotesGhost

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by Speedy
Some sort of rogue will be nice.
Personally I think R/Ws are pretty much spot on.

Guild Master

Academy Page

Join Date: Jun 2005

N/W

I have been thinking of a new class for some time now:

Rogue

Class: Damage/Tanker/Spy

Attributes: Stealth (Primary): -10% movement when activated, undecected
when behind enemy, environmental maneuverability
Espionage: Environmental traps that make the enemy weaker
Dual-Weapon Fighting: Rogues can choose to hold a shield, idol, etc. or
another weapon in their second hand
Murder: Start off with Stun abilities, but with a higher
level in this attribute, able to kill an enemy with
one hit behind it

Weapons: Daggers, Bows(first-person view), Throwing Knives, Training for other
weapons

Abilities: Environmental Maneuverability, Fast Casting

Gearfire

Gearfire

Ascalonian Squire

Join Date: Jun 2005

Alabama

Some Nerds

R/Me

I don't really consider Rogue an 'idea' anymore for a class. Everyone wants it, and I have no doubt you'll get your sneaky black-wrapped rogue.
I'd like it myself.

But anything other than Rogues though??

derrtyboy69

derrtyboy69

Grotto Attendant

Join Date: Jun 2005

The Clouds

Scars Meadows [SMS]

Mo/Me

Quote:
Originally Posted by Guild Master
I have been thinking of a new class for some time now:

Murder: Start off with Stun abilities, but with a higher
level in this attribute, able to kill an enemy with
one hit behind it
8 rogues with murder: invincible

they need a new melee class

Convulsing Crunchy

Convulsing Crunchy

Academy Page

Join Date: Jul 2005

Ontario, Canada

Legendary Forge Masters

W/Mo

Some sort of "Raider" Class would be cool. They specialize in delivering deadly attacks. They possess faster movement, hiding abilites and fatal blow skills, so it is ideal for them to use hit and run tactics in battle.

The Basics - In order to move as quickly as possible, Raiders do not wear heavy armor or use heavy weapons. They wear light agile armor that let's them pull off great manuvers in battle. Their Armor Rating would be around them same as the Ranger's Armor Rating (or less). For melee fights, Raiders can wear armor made of thin leather plates or scales. Sharp dressing raiders tend to wear a feather in their hat.

Weapons - Duel-Wielding is used by the Raider Class, and their weapon of choice would be Katars, Knives or Pin-Wheels.

Battle Strategy - Due to their weakness in Defense, Raiders should avoid being seen by their enemies when fighting. Raiders can hide until their enemy is near enough for a sudden surprise attack. They also have a good dodge rate so they are good for soloing certain Professions. In a party the Raider wouldn't be the first in line to attack up-front, but wait until the timing is right to jump in and unleash the swift,accurate flurry of blows delivered by the weapon you are using. They don't do as much damage with their normal attacks, but they make up for it in the constant speed in which they attack. (Kind of like having a constant Flurry skill on, but faster.)

Main Skills - Raiders possess skills that can inflict fatal blows, as well as hiding and camouflage. They also use Poisoning abilities, as well as special skills that increase their moving speed.

Lampshade

Lampshade

Wilds Pathfinder

Join Date: Jun 2005

USA

Xen of Onslaught

I want a new melee class.

But not a rouge.

I like the Raider Class idea except for some things.

Dual Weilding: special weapons, not 2 15-22 fire Swords.
Should also be unaccurate but with a higher crit rate than warriors.


I would like to see a Conjurer class but since Necro raise minions its out of the question

theclam

Jungle Guide

Join Date: May 2005

Most of the rogue ideas are very close to combinations of Warrior, Mesmer, and Ranger. Personally, I'd rather see something like an Assassin from D2. It would have about 70 AL, but without the +armor bonus of a Ranger or Warrior. One tree could have high melee damage. Another would have lots of interesting utility spells and some ranged skills. A third would have buffs (it's surprising that we don't a large variety of buffs in this game; most enchantments are related to damage mitigation, healing, or energy management). I'm not sure what the primary attribute would be.

Kabale

Kabale

Wilds Pathfinder

Join Date: Jun 2005

UK

Portrayors of Valour [pV]

Some kind of faster run % would be good for that. As they are assassins, would be kinda stupid if they couldn't keep up with their fleeing enemy

Sir Maddox

Sir Maddox

Frost Gate Guardian

Join Date: May 2005

Me/E

Songmaiden/Bard

I don't know, I just see it as being a somewhat unique and enjoyable class. Granted, they'd pretty much specialize in "AOE" or Party Enchantments. Perhaps Adrenaline/Energy boosting, faster attacks, and the like. The "true" support class, or somesuch. I don't know. Granted, the voices would suck, but hey.

Or maybe even 'Disenchantments' for the entire enemy party would be neat too. I don't know. I just see these chars working on a very large level as far as who/what they effect

Halmyr

Halmyr

Krytan Explorer

Join Date: Jul 2005

Canada! eh!

~none~

W/Me

lol thats sounds like the bard of ff11

but yeah I like the idea of the bard and the raider.

well on the good side, atleats GW class combination is not sa restricted as other mmorpg.
urg in ff11 you could not mixe war blackmage. in gw atleats it can be a much beter combination =D

Jaythen Tyradel

Jaythen Tyradel

Jungle Guide

Join Date: Apr 2005

Quote:
Originally Posted by Gearfire
I think something that could add alot to the game is something like a Lancer, the Final Fantasy Tactics kind.
They could get very strange and creative with something like that. The Mesmer of non-spellcasters.

Plus they looked kick ass.

Weapons are lances or course. Halberd, spear, and pike for variations of weapon attributes if they wanted a system like ranger's bows.
An attribute, jumping... I really have no idea how I would implement something like that (from FFT) into Guild Wars...

But thats also just the thing, the class would be very open to implement almost anything weird they wanted into. Doesn't have to be jumping.
I second this idea.

Gauge Ironfist

Ascalonian Squire

Join Date: Jun 2005

How about a class called a Disciple:
Melee combat with NO weapons, Just fists(both, so faster attacking)
The class would have low armor, but could deal out damage pretty quick.

Skills would be:
(Primary) Inner Chaos (Gives + % to Elemental damage from Melee Attack)
Skills such as:
Cinder strike(Knocks down foe, If already knocked down causes burning)

Martial Arts (For Martial Arts Skills)
Skills such as:
Round Kick
Jump Kick
Uppercut

Pure Thought (Pure thought abilitues)
Skills such as:
Mind Echo (requires 20 E, drains all energy, gives entire party +1 E regen for X seconds, but for X seconds you recieve -Y Regen)
Thought Enhancement (Other ally: 20E, for X seconds other ally gets a skill boost of 1 to all skills for X seconds(Can boost above MAX Value)

Evasiveness (Gives + % to dodge melee and elemental attacks)
Skills such as:
Adreniline Boost (gives X seconds of spell dodging to self)

Ba Ne

Ba Ne

Frost Gate Guardian

Join Date: Jun 2005

Michigan

W/Mo

Martial Artist
Melee Class

Attributes
  • Primary: Toughness - each point increases your armor level by 5% of the current level of the armor you're wearing (12 points + 60 AL armor: 60 * 1.6 = AL 96)
  • Agility - each point increases your chance to evade attacks and score critical hits by 2% (12 points: 24% increase)
  • Mental Focus - each point decreases the length of all hexes placed on you by 4% (12 points: 48% decrease)
  • Speed - each point increases your attack rate by 4% (12 points: 48% increase)

Skills
  • Stone Bones - Toughness - for 5-10 seconds you shrug off 1-5 damage from every attack against you
  • Shock and Awe - Agility - the next attack on your targeted foe will be critical, if they were attacking they will become dazed for 1-5 seconds
  • Psy Shield - Mental Focus - the next hex attempted to be placed on you will be blocked and the attacker's skill disabled for an additional 5-10 seconds over the recharge time
  • Bullet Time - Speed - for 5-10 seconds your current attack rate is doubled but you do 66% damage

Weapons
A martial artist's hands and feet are lethal weapons. Gloves and footwear would be the logical choice. An example would be Claws of the Tiger that convert your normal blunt damage to slashing damage.

Armor
Something similar to a Monk's armor: made of cloth, light weight and doesn't restrict movement. In conjunction with Toughness it should match the armor level of a warrior as martial artist's will be located on the front lines alongside them.

---

Just an idea.

Speedy

Speedy

Academy Page

Join Date: Jun 2005

Texas

Knights of the Alliance - KoA

Mo/W

Boy, that Martial Artist would be so overpowered..

Ba Ne

Ba Ne

Frost Gate Guardian

Join Date: Jun 2005

Michigan

W/Mo

Well, tweak as necessary of course. You get the idea though.

It seems Gauge Ironfist and I are in the same book if not on the same page.

Gauge Ironfist

Ascalonian Squire

Join Date: Jun 2005

Yea, I like the Martial Artist Idea, there should be some other form of Melee character available to play.

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

I liked Ba Ne's idea.

Gearfire might have something if he put more effort into it.

If you were to "dual weild" your primary hand would do same damage but other hand would to something like 45% damage and everypoint you had into w/e attribute would riase that damage by X amount.

Of course these guys would do tons of damage, same attack speed as a warrior, bot you have to make their armor the same as an eles, or maybe even a monk...

Now onto the lancer idea, I would have to say this would be cool of they could be a slow damage dealer, like one skill would add +50 dmg but take 10 energy or 8 adren... make their armor the same as a warriors make them attack slower. Axes/Sword compared to Lance.. Think about it. I dunno about added atribs but the Primary could be something like "Endurance" Makes you take less damage...

Now that I read over it, sounds like the Lancer would lick balls for PvP...

Sofia Sofia Sofia

Sofia Sofia Sofia

Frost Gate Guardian

Join Date: Jul 2005

While we're in the oriental mode... we can take the Ultima Online approach and go with new classes based on traditional Japanese professions.

Samurai:

(with this would be the introduction of 2 handed swords and spears and other polearms, personally I still don't understand why there weren't any polearms in the original release)

Attributes:

Akido (defensive skills, or skills that backfire enemy attacks)

2 handed sword mastery

Polearms Mastery

Bow Mastery

primary attribute: honor (+1% attack speed +1% attack power)

Max energy: 25 Max health: 480

Max armor: 75

BurningPants

BurningPants

Frost Gate Guardian

Join Date: Jul 2005

That Other Guild [Tog]

I don't see why there cannot be summoner/conjuror class. Here I go

Primary - Any positive health, damage or energy modifiers and summoned, animated or charmed last 1-16% longer

Summon - Take a guess, it simply just makes your summons stronger/last long
Shift - Shapeshifing, affects the amount of time of shapeshfting
Weapon Veils - Changes affect of weapons to do different types of dmg or have new effects.

Weapon - The stuff thats already avaible
Armor - Nothing special, just like any other class

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

I like the Samurai idea better than the Lancer, The Lancer idea is good.

Its just not well thought through yet =/

Ditch the Bow mastery attrib.

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

Quote:
Originally Posted by BurningPants
I don't see why there cannot be summoner/conjuror class. Here I go

Primary - Any positive health, damage or energy modifiers and summoned, animated or charmed last 1-16% longer

Summon - Take a guess, it simply just makes your summons stronger/last long
Shift - Shapeshifing, affects the amount of time of shapeshfting
Weapon Veils - Changes affect of weapons to do different types of dmg or have new effects.

Weapon - The stuff thats already avaible
Armor - Nothing special, just like any other class
Weapon Veils would effect you or the summons?

Lampshade

Lampshade

Wilds Pathfinder

Join Date: Jun 2005

USA

Xen of Onslaught

I love the martial artist idea.

Just have really low armor.

Im working on a 2handed weapon class

the Sumoner would put Death Necros out of buisness.

Necromas

Lion's Arch Merchant

Join Date: Jul 2005

I Like the ideas of Samurai and Summoners, a nice idea for summoners would be to have each attribute be for a different kind of summon, like undead, elementals, creatures, and spirits. And then the primary attribute would be something that includes skills for buffing your summons, adding to the summon attributes which would have a couple pet attack style skills. For limiting how many summons you can have, you should be limited to having only one at a time, which does not degenerate like a necromancer minion, but is neither permanent like a ranger pet, undead summons would require corpses, etc... the exception would be certain summons that are weak enough that you can have 2 weak summons at once. The spirits would be somewhat similar to ranger spirits, but have different effects, such as increasing hp or mana for the whole party, giving the person controlling the spirit a bit of mana regen, maybe even a spirit that can cast a few weak spells, such as orison of healing or some damage ones. Also, the spirits would follow you like a normal summon, instead of being a stationary, and temporary item.

Also, most spirits would count as weak summons, and their benefits would be weak enough to not be overpowered.

Jaeld Alteir

Pre-Searing Cadet

Join Date: Jul 2005

W/Mo

Along similar lines as the summoner, I like the idea of a shape-shifter where various skills are various creatures you can become, and there are some skills you can only use while in certain shapes.

Also, an assassin could be a good class...mix between melee power and deceptive spells...

Necromas

Lion's Arch Merchant

Join Date: Jul 2005

Quote:
Originally Posted by Jaeld Alteir
Along similar lines as the summoner, I like the idea of a shape-shifter where various skills are various creatures you can become, and there are some skills you can only use while in certain shapes.

Also, an assassin could be a good class...mix between melee power and deceptive spells...
Problem with the assasin would be there would be no counter it, all games with assasins have something to counter it, such as skills to detect sneaking assasins, etc...

Arthur Eld

Ascalonian Squire

Join Date: Jun 2005

The Heathenreel

Me/E

The martial artist is a good concept, but there is no way that EVERY attribute should give a bonus to something. It would be completely overpowered. Maybe the primary attribute, but that's it.

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

I dislike the Martial artist and the Summoner, they would both be either to overpowerd or useless to the build....

/sign Samurai

BurningPants

BurningPants

Frost Gate Guardian

Join Date: Jul 2005

That Other Guild [Tog]

The summoner wouldn't put the necro out of business, assuming that ANet plans to give necros more skills hehe.

The summoner would only be able to keep a certain amount of summons alive at a time, maybe 1 or 2 so it wouldnt be overpowered. The weapon veil idea would work on yourself, sorta a shapeshift for your weapon.

But I don't think ANet would go for something so generic for an expansion pack, need some special made up new classes no one has ever seen in any other game.

RMThompson

Frost Gate Guardian

Join Date: May 2005

I'd like to second the SUMMONER class.

For example, you could specialize in types of creatures:

Reptile
Mammal
Undead
Spirits
Birds

Each could have their own PET as well, works just like the ranger pet, only you have to cast him every time you enter a area, and if he dies you cannot recast him him until a new instance or a period of time.

In addition each type of animal would have various animals in it's class, low level spells cast low level creatures, and the ELITES would be larger more advanced creatures. Also, depending on how many points you put in each animal attribute the length of time that the creature would increase, as would the hit points.

For Example here are some skills from the REPTILE attribute:
Dune Lizard - Just like the pet
Minor Wurm - Produces a wurm that attacks when an enemy walks over the casted area
Snake Staff - You now weild a 11-22 staff for X seconds that has a 10% to poison the enemy.
Skale Fin - Produces a Skale Fin
SandWurm - Produces a Sand wurm that attacks when an enemy walks over the casted area, +20 ar and +30% damage if casted in desert areas. (like a trap)
Dragon (ELITE) - Produces a dragon of random type. 25% He attacks you in attribute is under 10.
Skale Fins (ELITE) - Produces 5 Skale fins that fight against your enemies until death

Here's the catch... absoltely NO weapons. Each SUMMONER must hold in their primary hand a casting item, and cannot use it to attack! The off hand can still be used for focus/secondary items.

Anyway, you get the idea!

ChoKILLate[FDG]

Krytan Explorer

Join Date: Jul 2005

[FDG]-Fudge

Mo/Me

Ninga:
melee: fist/kick moves (brass knuckles)
ranged: stars, air darts (poison, sleep)
stealth attack

Horse man:
(warrior on horse)
melee: lance/sword attack, horse back kick, horse stomp

Magacian:
Merlin looking: long cape, Pointed hat
Spells:
disappear- causes surpise damage bonus
morp- change a monster into something else (less deadly) for x sec, can also change ranger's beast into a stronger creature
magical shields- protect self or party
animate object- bring to life a plant or rock for x sec

RMThompson

Frost Gate Guardian

Join Date: May 2005

Quote:
Originally Posted by ChoKILLate[FDG]
Ninga:
melee: fist/kick moves (brass knuckles)
ranged: stars, air darts (poison, sleep)
stealth attack

Horse man:
melee: lance/sword attack, horse kick

Magacian:
Merlin looking: long cape, Pointed hat
Spells:
disappear- causes surpise damage bonus
morp- change a monster into something else for x sec, can also change ranger's beast into a stronger creature
magical shields- protect self or party
animate object- bring to life a plant or rock for x sec
umm. Magician? Like the ELEMENTALIST or MESMER?

Interestingly enough, while I didn't like any of your ideas whatsoever, the one point you bring up is more helping your buddies stuff.. It would be neat if you had a spell that could increase your teammates pet.. or more BARD like stuff, you play a song while everyone else is fighting and it gives you plus to your health!

OOooOOo thats my next idea! A bard!

(o its been done?)

Who cares, it would be fun!

BurningPants

BurningPants

Frost Gate Guardian

Join Date: Jul 2005

That Other Guild [Tog]

RMThompson, yea not allowing the summoner to have a weapon would actually make the weapon veil idea useful, good thinking.

Same with the division of skills into race classes, but I think the categories need to be a bit broader, something like Natural, Unnatural etc.., having those repitle or bird categories is pretty Rangery.

Jaythen Tyradel

Jaythen Tyradel

Jungle Guide

Join Date: Apr 2005

An idea I have been working on but not fully developed would be a offshoot of the Mursaat.
Angel/Serpahim: Look at Dwayna (spelling?) at TOA for a better idea of what they could look like. Character that floats just above ground (not fly over obstacles) like the Mursaat-no real benefit of the floating ability, just for looks. If not a floating, maybe like the seraphim from Sacred as an idea?
Idea behind this is that the gods will not interfere with human and other races problems, but offer higher beings to take a mortal form to assist where the gods won't or will not provide help.
Primary weapon: Meele primary:Lance,polearm, staves
Magic/SKills: Still working on what would be new or best so that this charchter isnt seen as just a floating monk. A balance towards damage dealing and party assist.

uidaho_kid

Ascalonian Squire

Join Date: May 2005

Alaska

Seems to be that a lot of people here like the Sumoner idea. Personally I think there are too many "magic" users in the game right now as it is, but that's just personal opinion... My vote would be for this Martial Artist proffession. GW's definately needs another melee class and I think that this proffession is the one. A Martial Artist wouldn't have to have a lower Armor than a Warrior but would be able to hit at the same Dmg Lvl. To better aid the warrior in battle the Martial Artist could also have some kind of ability called "Resist Elements". The more points dumped into the corresponding attribute would raise the Martial Artist's ability to resists being poisened, set on fire, escape traps, becoming blind, etc. At the very least it would offer a new strategy for taking out those rangers and elementalitsts that warriors hate so much =p

Genetic Anomaly

Pre-Searing Cadet

Join Date: Jul 2005

Dark Night Crusaders

E/

I like the Idea of a new melee class heres my idea.

Berserker - the class would have an armor and energy level similar to the ranger's, It would have a higher rate of "fire" with any melee weapon but it would deal less damage then the warrior and have hand to hand combat abilities. It would also make use of the adrenaline aspect of the game.

Atts.
-Rage (Primaries Only) - Affects the the characters rate at which it gains adrenaline up to 3x and some skills

-Hand to Hand - Affects H2H skills and increases overall damage done with fists and H2H skills

-Weapon Mastry - Affects the overall dmg done by all melee weapons and skills (not stackable with a a specific weapon mastery)(These skills would be similar to the attack skills tied to strength in the warrior set with lesser damage)

-Endurance - Relates to most skills that affect the speed and damage your character takes

Possable skills
-Beserk-(stance, Energy 15, Att. Rage) - For (20-40) sec. you gain a (15-25%) boost in attack speed deal +(10-20) dmg and take 10% less dammage, You cannot recieve any healing for (50-40) sec. After stance ends you are weakend and crippled for 15 sec.

-Bone Breaker-(H2H attack, Energy 5, Att. H2H) Attack for +(5-15) dmg, If attack connects target is weakend for 5 sec.

-Fury-(stance, Adrenaline Att. Endurance) for (5-10) sec you attack (15-25%) faster and deal (25-10%) less damage

-Physical Resistance-(stance, Energy 5, Att Endurance) For (10-20) sec you take (10-30%) less damage from physical attacks and take (30-20%) more damage from elemental damage.

That just what I think. Its something that seem interesting