New Classes for future Chapters

Convulsing Crunchy

Convulsing Crunchy

Academy Page

Join Date: Jul 2005

Ontario, Canada

Legendary Forge Masters

W/Mo

I like my Raider idea. Since the Raider attacks so fast and duel wields, he wouldn't have a strong weapon attack, but the speed makes up for his loss of strength. (This way he isn't over-powered)

John Waffletord

Frost Gate Guardian

Join Date: Jul 2005

Baltimore, MD, USA

I'm glad none of you developed this game.

No offense.. some of the ideas are good.. but maybe spread out inbetween the existing classes.. i dont think they should make any more classes.. its too even now.

BurningPants

BurningPants

Frost Gate Guardian

Join Date: Jul 2005

That Other Guild [Tog]

The thing is though, a variety of melee cross classes do exist. Rogue seems to me a R/W and a raider a W/R....they just don't have fancy names.

A new class isn't something like another warrior, but another class which has a unique pool of skills. The summoner class I posted earlier would probably make more sense without the shapeshift seeing as how it wouldn't contribute to any other class combos.

Something like an inventor class who uses contraption like skills to increase dmg output or a merchant class that uses items dropped by enemies (dunno how well that would work) would be more suited. That way you have an excuse to combine classes.

Sniper22

Wilds Pathfinder

Join Date: Apr 2005

Quote:
Originally Posted by Lampshade
the Sumoner would put Death Necros out of buisness.
Yes, thank you. Someone agrees with me. Summoners would pretty much destroy death magic and ruin beastmastery further than it already is. Why don't you add a few different types of minions to death if you want this stuff so bad.

Btw there would be way too many "scale fins" running around when you can just make these guys out of nothing, we already have minions and fiends, we don't need a whole new class for this.

Charrbane

Charrbane

Lion's Arch Merchant

Join Date: Jul 2005

Canada

W/E

I think the Lancer idea is pretty good base for a new class. I like the idea of a character who uses lenghty weapons like spears and polearms... Sounds good to me.

RMThompson

Frost Gate Guardian

Join Date: May 2005

Quote:
Originally Posted by Sniper22
Yes, thank you. Someone agrees with me. Summoners would pretty much destroy death magic and ruin beastmastery further than it already is. Why don't you add a few different types of minions to death if you want this stuff so bad.

Btw there would be way too many "scale fins" running around when you can just make these guys out of nothing, we already have minions and fiends, we don't need a whole new class for this.
A death summoner works on dead bodies, and can still attack with other items. A summoner would have larger restrictions. They could only have 2 spells active at a time, so only two critters running around them.. not armys of things.

RMThompson

Frost Gate Guardian

Join Date: May 2005

Quote:
Originally Posted by Charrbane
I think the Lancer idea is pretty good base for a new class. I like the idea of a character who uses lenghty weapons like spears and polearms... Sounds good to me.
As if we didn't have enough digital glitches already

Convulsing Crunchy

Convulsing Crunchy

Academy Page

Join Date: Jul 2005

Ontario, Canada

Legendary Forge Masters

W/Mo

Guild Wars already covers almost every class you can think of that's reasonable. Some sort of Class that uses a spear, trident or naginata etc would be fun to use. (Dragoon Idea = Bad)

Lethal_Poison

Pre-Searing Cadet

Join Date: Jul 2005

I like the idea of a sort of Diabloisque Amazon type, a character who specializes in spear type weapons, and has many skills/stances which are avoid or block in nature. It would be sort of a ranger/warrior combo, but with its own uses

Of course, spear type weapons would need to be added to the game.

Plommon

Plommon

Lion's Arch Merchant

Join Date: Jul 2005

Sweden

Shiverpeaks Wolves

N/Mo

id like mounted combat roles whereas instead of capturing the animals in the wild (like rangers and necros who summon from corpses) they could buy better ones as they progress through the game or earn them as prizez from quests.
Havent thought it through yet but if you guys would like to emphesize my point id be a happy boy XD

RMThompson

Frost Gate Guardian

Join Date: May 2005

Quote:
Originally Posted by BurningPants
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.
Ok Here are some ideas then:

Dark creatures: Demons, devils, evil spirits.
Light Creatures: Angels, spirits, demigods (ELITES)
Natural Creatures: Lizards, Bears, Boars, etc
Mythical Creatures: Unicorns, Phoenixes, Dragons...

they could also effect the person who cast them...

For isntance you cast a demon who is attacking with lots of damage but you have health regeneration of -1!

UNicorns add speed to the person, but low attacks... Phoenixes add a built in res signet, as soon as you die you are ressed in 15 seconds...etc etc etc etc

now THATS a good idea!

Flamingpeanut

Flamingpeanut

Ascalonian Squire

Join Date: Apr 2005

R/Me

Off the topic of a new class, I did think that including mounts of some kind (horses, tigers, those cool Shadow things from FoW) for a person to ride on might be good for variety.
They could give a bonus to movement speed, but maybe decrease accuracy with wepons or increase casting time with spells.
They could be purchased from collector-type people in different regions, like a horse in Kryta, tiger in Maguuma, etc.
Some deep thought might be required not to make them overpowered, but they could make for some nice variety between classes.

Edit: On topic, I think the Martial Artist character idea is the best yet. The others haveeither been done before in this game (Summoner is just a Wilderness+Death+Beast R/N), are far too common in other RPGs (rouge...) or are just too impractical for an MMO (pikemen). The dual wielding idea is pretty good, and maybe beserker could be implemented into the existing Warrior class if dual wield was introduced.

RMThompson

Frost Gate Guardian

Join Date: May 2005

Mounts are so overdone, and would be too difficult in this to game to program!

chumsy

Academy Page

Join Date: May 2005

summoner is a good idea as well as a lancer class. although summoners might be like necros i feel that they should b limited to the amount of summons for example for each summon u have out its -1 energy regen. they should also add a bit more skills for every existing class. i feel that death is totally nerfed i mean no one uses death in pve when the enemies are like 24+ levels let alone pvp. they need better skills for death that dont always require corspes. also blood has 6 elites, curse has 4 elites, death only has 3 elites. (adding summon bone dragon as an elite would b fun but in order to make it not too powerful it would cost 25 energy and recast would be 30 sec)

a theif/rogue class is interesting adding in new dagger (maybe 5-15 dmg max) weapons for thieves. they could have very fast attack but low dmg, duel wieding ability. although this with mark of pain would be too powerful.

Than

Than

Lion's Arch Merchant

Join Date: May 2005

Texas

UGLY

Me/N

How about a Murader/Nomad, specializing in throwing weapons like Javalins and Small throwing impliments(Axes/Knives).

Javalin Specialization:Shield/Offhand item compatable. Passive Jav damage increase.
Increase damage with Javalins, specific skills for Javalins. Knock down type attacks as well as cripple attacks(you try running with a Javalin in ya).

Throwing Axe/Knife Speccialization. Dual Weild only. No sheild. Passive Weapon damage increase.
Faster attack, shorter range, bleeding and shuch. Some skills take away the range ability infavor of melee with extra speed.

Nomadic Lifestyle:Primary Attribute
Increased running/attack speed. Passive.

Shaman:Magic line.
Shapeshifting and attacks/skills tied to forms. Energy heavy, Shaman armor increases mana to compensate. Animal communicationesqe(but not control) skills, able to call in animals for a short time. Would need some map/animal tweaks to make such skills viable.

Gearfire

Gearfire

Ascalonian Squire

Join Date: Jun 2005

Alabama

Some Nerds

R/Me



Tell me that isn't cool.



And no, of course it isn't developed thoroughly. It was just something I thought would be awesome.
The class could be a great opportunity for Anet to introduce some fresh factors into melee.

Just what direction should, or could this class go into though?
Not just a warrior with less armor and longer melee range.

What would make them really special?
I think there are tons of directions to take it. (even though I can't think of one though that wouldn't change GW's current system too much . I'm sure there's someone with a good idea.)

Samurai would be cool too, but I don't think it has the flexibility or diversity that a Lancer, or even a Rogue, could go. What else other than some faster spike damage and a little less armor than a warrior would make sense for them?


I'm just saying I think it'd be a great template for something really new and fresh. You've got to keep the classes interesting and distinct.

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

/sign some sort of lance character!

*cough* SAMURAI!

Guild Master

Academy Page

Join Date: Jun 2005

N/W

Quote:
Originally Posted by RMThompson
Mounts are so overdone, and would be too difficult in this to game to program!
If they could put no monthly fees in the game, then they can put mounts in the game.

Gearfire

Gearfire

Ascalonian Squire

Join Date: Jun 2005

Alabama

Some Nerds

R/Me

Alright. How about this.

Instead of more characters that will only contribute directly to 'KILL THE MONK MUST HAVE MORE DPS', I'd rather GW go in a direction to mix it up a little but keep mostly what it's got going.

So the question, where to mix it up? What could use some refreshing? We have 4 spellcasters already, half built to counter.

Warriors.

All I've known them to do in PVP is to bash away with skill sequences while hexes and enchantments are juggled over their heads by the spellcasters littering the field. But I thought it would be interesting to have another melee class for them to have deal with, instead of jsut filling the role of more mussle backed by the spellcasters to KILL THE MONK.

Something that the warrior has reason focus on first.
Low armor so the warrior CAN take them out quickly, unlike another warrior, but high attack power to compensate for the warrior's armor.
But attack power that could only be utilized fully against a warrior or other melee class (through high attack power skills that are warrior counters).
High elemental Defense to give the warrior even more reason to take them out, because the spellcasters aren't doing a very good job of getting him of his back.




Here's a Lancer after spending a little time brainstorming.

Energy 25>>>
Armor around 70, maybe +40 elemental. (Ranger just with less physical)


Primary Attribute: Reduces recharge time on any attack skills 2% for each rank.
-Thought this could mesh well with other Melee sub-classes as well at limit sub-lancers just enough, not too much.
Rebound, 10 0 20, Stance: For 10 seconds, the next time you would be knocked down, you interrupt the attacker and deal 4-32 piercing damage, and Rebound ends.
-Elementalist counter too here. It's under Primary though because I thought this would be too much for everyone to be hate'n on Warriors with. (With the shorter Recharge at least . A useable skill though even if you aren't Primary Lancer.)
Deadlock, 20 0 30, Melee Attack: If target is attacking, you and the target pause for 1-3 seconds (would 3 seconds be too long?) and the target is interrupted. (50% chance failure with Primary 4 or less)
-Basically a different form of knockdown, a little longer. Which is why you are paused too. Something to really gain their attention and give good reason to try to kill you, as you just let that monk he had in a deathgrip with hamstring get away. Also others could attack the warrior while you've got him pinned.

Spear Attribute:
Press Thrust, 10 0 18, Spear Attack: Drive target just outside of melee range and deal +4-16 damage.
-Piss em off pushing him away from the monk or you (to spear's reach, which can vary), shuffling up his flow and causing extra damage too.

With the highish recharge on most of the skills, I think you wouldn't see many sub-lancers specializing taking out warriors, or at least with alot of Anti-Warrior Spear skills. So Warriors aren't going to being crappy because everyone counters them with Lancer skills. But those are just some of the Anti-Warrior ideas I had. Not sure what other kinds of skills to add to complement other classes.

And now that I think about it, they would infact need spears with alternate stats. All the other classes do. Warriors even have skills sets for each of their types.

A short, fast one. One with mid reach. One with long range that's slow.

Maybe for all spears even something like attacking anything along your "line" to and through your target. Melee AoE sort of, just in a line in front of you. Wherever your target is, you attack in that direction. Your attacks always reach out to the spears range. Anything in-between, or past you target is hit with regular damage as well (if you use a skill, it only applies to your target). I haven't really thought that through however, it very well may be overpowered combined with other class skills, I dunno.

Hmm.. this class could have some kick ass AoE melee too.

3 skills. Woo!
Along those lines though.

InSaNe

InSaNe

Ascalonian Squire

Join Date: May 2005

UK

[NB] Northern Blood

W/Mo

I agree with the idea that the summoner could potentially destroy Death Necro, so instead of making a summoner, why dont they make more summoning spells for the Necro, like summon a Bone Dragon, but needs like 3 nearby corpses to be able to, or maybe, just maybe some spells which are directly like the ones already there "bone minions" etc but just different models so the caster can have a variety of pets to summon to suit his or her playstyle.

Also Necros could summon Spirits, ie they dont need a corpse to be summoned from but they fly out from caster and attack the target and only the target, after the target is dead they die, or they die after a certain time as well. Sort of like the Thurgist on Dark age of camelot but different.

Anyway there are some ideas :P

Executioner

Executioner

Lion's Arch Merchant

Join Date: Apr 2005

UK

N/A atm

I like the samurai and lancer idea but i think the game has more of a general feel than a specific class type.

1. Weapon Master

Armour - 65 + 15 vs elements
Energy - 2 ticks regen, 30 energy

Attributes.
Prim only- Defensive Nature- upto 1% chance to evade or block attacks per att
Duel weapons - less dmg, higher attack rate.
2 Handed axe - higher dmg axe, but slower attack rate.
2 handed sword - higher dmg sword, faster than the 2h axe,about the speed of a hammer.
Polearms - very slow attack rate, specialised attacks, long close combat range.
General - general stuff

some skills. note im only going to write a few so you can get the idea of how differently you could play this class.

Defensive Nature

Protection guard - for upto 10 sec if you are near target ally you attempt to block any attacks made on this ally.
Open Defense - for upto 10 sec All party member within range lose 10 armour but gain a 10% chance to evade any spell attack.

Duel weapons - while using duel weapons

Rapid attack - for upto 10 sec your attack speed is incresed by 50%.
Disarming blows -for upto 10sec while attacking you cause 1/2 dmg but disarm any attack made by the foe you are attacking.

2 Handed Axe - while using 2h axe

Fear Full Strike - you miss the target, but cause the target to fallover (knockdown)to avoid the attack.
Decisive strike - +** dmg, if your target is at full health you attack for 20% extra dmg.

2 handed sword - while using 2h aword

Disableing blow - +** dmg, your next attack will disarm your apponent for upto 5 sec.
Razor sharp blade - +** dmg, if target has > 50% health this attack has 30% armour penetration.

Polearms - while using polearms

Held strike - if this attack hits you and your target cannot move or use skills or spells for upto 10 sec.
Forced strike - if this attack hits your target is forced backwards for 3 sec.

Anyway i hope you can see what im getting at .. its a warrior class that generally uses skills with tactics, the current warrior class calls for generalised combat "kill kill kill" tactics and normally you dont see warriors vs warriors in pvp. This class on the other hand would combine heavy support attacks and defensive protective tactics, which would imply that the weapon master is effective in attacking oppnents as well as protecting other party members vs warriors etc..

sry for the bad spelling, rushed typing, no spell check etc..

Jaythen Tyradel

Jaythen Tyradel

Jungle Guide

Join Date: Apr 2005

Continues to support the idea stated by Gearfire.

LANCER ALL THE WAY!!!

Sofia Sofia Sofia

Sofia Sofia Sofia

Frost Gate Guardian

Join Date: Jul 2005

Samurai always used bows, right up till the very end.

Few people know about this because Japanese bows were nothing special, they looked rather ridiculous actually.

But it'd be a sin not to have it for the samurai, especially when you need to distinguish him from the common warrior.

Night Daftshadow

Night Daftshadow

Banned

Join Date: May 2005

In the forest

Hidden Shadows

R/Mo

Guild Wars: Chapter 2 needs to have a rogue class. This class will have the following skills:

Agility
This attribute has several skills which get better as you increase this attribute it also makes your charcter better when using any attacking and evasion skills. Something like sprint would be here.

Stealth
Stealth is a Rogue’s primary only attribute. It gives a Rogue the ability to be undetected and attack foes without suffering from physical or projectile damage but can suffer from hex or condition from spells. These skills consume 15-25 energy, duration is only a few seconds but last longer with higher stealth attribute, cast time depends on stance, and recharge time is 15-60 seconds.

Tricks
This attribute gives the Rogue the ability to use cunning tricks. Skills that involve deception and manipulation.

I would like to see Rogues having the ability to dual two weapons.

Sandman Uk

Sandman Uk

Banned

Join Date: May 2005

Uk Leicester

N/R

Shape Shifter.

These worked really well in Never Winter nights. You can have a shift changing Signet that allows to to change into a NPC Monster that your capture and replicate off.

Imagine having the option of Shifting into a Wurm Or Necrid Horseman and pounding the life out your enemies.

Just not sure how it would be adapted into the new chapters. Maybe having a third proffesion that allows you to add on to your built up character or will we have to start over at lvl1 ???

ChoKILLate[FDG]

Krytan Explorer

Join Date: Jul 2005

[FDG]-Fudge

Mo/Me

Jedi- They get force power, dual lightsaber, sprint, mind control...etc. They could find different crystals for their lightsabers in the various caves/collectors....whoops, wrong game! lol

Guild Master

Academy Page

Join Date: Jun 2005

N/W

Quote:
Originally Posted by derrtyboy69
8 rogues with murder: invincible

they need a new melee class
maybe a little tweaks here and there

Chrisby Pwns

Chrisby Pwns

Academy Page

Join Date: Jul 2005

Legionnaires of Tyria [LoT]

N/Me

I would take a Rogue over a Lancer anyday. Rogues could be so cool heheh.

Another idea is after you reach the max level, you are given the choice to upgrade your character. Like Warrior -> Champion, Monk -> ArchMonk or something, Necromancer -> Vampire, etc... when you get to your max level, u can choose upgrade and start at 1. I think it would be cool. xD

Gearfire

Gearfire

Ascalonian Squire

Join Date: Jun 2005

Alabama

Some Nerds

R/Me

Quote:
Originally Posted by Chrisby Pwns
I would take a Rogue over a Lancer anyday. Rogues could be so cool heheh.

Another idea is after you reach the max level, you are given the choice to upgrade your character. Like Warrior -> Champion, Monk -> ArchMonk or something, Necromancer -> Vampire, etc... when you get to your max level, u can choose upgrade and start at 1. I think it would be cool. xD

Most everyone wants a Rogue, including me. In this game though you combine professions. There's no reason we can't have both anyway. I'm just tired of hearing "Rogue!!".

What upgrades are you talking about? Because all that you implied was a name change.
Few more detail how that would work with the skill system, as everything is supposed to balanced. That just tells me its going to take longer to get the character you want.

Teh Azman

Teh Azman

Frost Gate Guardian

Join Date: May 2005

I Used Charm Animal On Your [MOM]

Me/R

I think a class that can steal/use those "monsters only" skills like the blue mage in final fanstasy tactics advanced would be really cool in any MMO.

The problem is it would only work if they added more monsters only skills, which i can see easily happening in the future. It would use the usual caster stuff (or maybe ranger-level armor with a staff?) And yes Spectral Agony would have to be off limits.