Chapter 2 Classes What will they be

nihilous

nihilous

Ascalonian Squire

Join Date: Sep 2005

Somewhere between the living and the dead.

If they do add dwarfs in Chapter 2 will the females have beards?

/ponder

KvanCetre

Wilds Pathfinder

Join Date: May 2005

The Madison Scouts

E/Mo

Quote:
Originally Posted by Snowman
strange I was expecting a serious thread and not reams of immature dribble which serves to prove nothing, except that immaturity and a lack of education tends to go together.
Welcome to the internet.

Tell me, where did you get your PhD from?

akadvance

Pre-Searing Cadet

Join Date: Sep 2005

E/Me

Although it really hurts to say this (since I have played stealth/agi/ <rogues/assasins/ninjas> my whole life in MMORPGs) I think it wouldn't be the best idea to make a class like this, unless Anet can find a way to balance it or make this class take huge amounts of skill. If you take the game called Ragnarok Online which I've have played since Beta 1 (roughly about 4-5 years ago?), the Rogue and Assasin are powerful BUT their cloaks can be countered, they usually have the lowest HP / Health and very little Energy to use their skills.
A bard class wouldn't be bad but the reason people love guild wars is probably because they have some classes that are very unique. The Necromancer for example. I think only Diablo had a Necromancer from what i know... Bard is quite unique too.

All in all, I think we need at least one, a few if possible healing / support classes. Maybe a priest that could also duplicate the monk but they gotta find ways to think of differences...Maybe a Druid or Shaman type guy who is more into the dark arts...Why not another Melee class such as a guy who can fight with his fists (using gloves, knuckles)...maybe a blacksmith / alchemist class?....Why not a guy that rides on animals (maybe something like a mounted knight)..but all in all, we need 1.) support / healers and 2.) we need melee!

Network

Network

Krytan Explorer

Join Date: Jul 2005

Quote:
Originally Posted by akadvance
Although it really hurts to say this (since I have played stealth/agi/ <rogues/assasins/ninjas> my whole life in MMORPGs) I think it wouldn't be the best idea to make a class like this, unless Anet can find a way to balance it or make this class take huge amounts of skill. If you take the game called Ragnarok Online which I've have played since Beta 1 (roughly about 4-5 years ago?), the Rogue and Assasin are powerful BUT their cloaks can be countered, they usually have the lowest HP / Health and very little Energy to use their skills.
A bard class wouldn't be bad but the reason people love guild wars is probably because they have some classes that are very unique. The Necromancer for example. I think only Diablo had a Necromancer from what i know... Bard is quite unique too.

All in all, I think we need at least one, a few if possible healing / support classes. Maybe a priest that could also duplicate the monk but they gotta find ways to think of differences...Maybe a Druid or Shaman type guy who is more into the dark arts...Why not another Melee class such as a guy who can fight with his fists (using gloves, knuckles)...maybe a blacksmith / alchemist class?....Why not a guy that rides on animals (maybe something like a mounted knight)..but all in all, we need 1.) support / healers and 2.) we need melee!

Thats what monks are for! lol, we dont need another support class or healers.

Xiombarg

Academy Page

Join Date: Jul 2005

Brotherhood Of Dark Yearning

W/Mo

well i think most people agree with this.. another combat class.. i dont know which will be introduced but i realy think another combat class will be added.. too many spell casters make it hard for warriors.. wait.. it already has lol sort of..

Rome

βlitzkrieg

βlitzkrieg

Lion's Arch Merchant

Join Date: Mar 2005

New Zealand

The Obsidian Kings

Me/N

Quote:
Originally Posted by Xiombarg
hey everyone ive just read another forum talking about chapter 2.. and i though i might make this forum to ask what everyone is thinking about what new classes there will be? i think a asssassin of some kind would be awesome maybe like receives double damage attacking from behind and maybe has 25% natural dodge or something.. it could be a nice balance witha warrior build.. but maybe a few things would only be for rogue primary i think maybe something like this
Attributes
Speed: primary only (to do with attacking fast and backstabbing skills)
Stealth: skills which conceal location to monsters and more attacking skills)
Dagger Mastery: using dagger skills and naturally increasing damage for them
Throwing: lol this is cheesy.. throwing knife skills, alot of fast attacking skills and disrupting, what does everyone think? would it be a good balance for chapter 2?
thanks everything
Rome.
You've basically described the Rogue class from WoW...

I don't know what they could add into the game at this point - it'll be interesting.

Asplode

Asplode

Desert Nomad

Join Date: May 2005

Chicago, IL

Rebel Rising [rawr]

I don't exactly favor the idea of a class that's "powerful but takes skill to use", or maybe the other types of suggestions "powerful but has counters", because then you lead to the ether renewal conundrum, a dead horse argument where the people defending it said that it's balanced because of its counters (interrupts and stripping), or its requirements (juggling multiple enchantments and spamming spells).

If you have a class that deals tremendous damage, attacks very fast, and is difficult to kill, "but takes skill to use", you're ultimately asking for an unbalanced class for a narrow band of the population to use. It's difficult to notice when it's so subtly described, but let me exaggerate the same points for you:
Let's say we have an "Assassin" class, that can use some form of stealthing to sneak by his enemies, he moves at half speed while doing this, but if he's stealthed, and attacking from behind his enemy, he can backstab them for roughly 200 damage, with 50% armor penetration because they'd obviously stab around a person's armor. Of course this is unbalanced, but people can say that in the heat of battle, moving at half speed makes it incredibly difficult to get behind someone.

The second argument, that something is balanced because it has counters, is flawed as thus: if the counter to your skill (or in this case a new class) is too narrow-banded, that is, the counter to your character class is too specific in that the same counter will not be useful against other classes or strategies and thus isn't worth bringing in your build, or maybe even disadvantages you against other builds, then you lose balance.
Let's revisit our "Assassin" class. Let's say rangers got a new stance called "awareness", which will let them see all assassins for a certain amount of time, at a certain radius depending on their wilderness survival. If your ranger isn't wilderness based, the assassins can simply learn to avoid you for a short time, especially now that you can see your enemy's stances. Not only that, but if this is the only way to detect assassins (note that it doesn't prevent their backstabs, just gives you a head start on reacting), your monks or other soft targets need to take ranger subclass and spec in wilderness, and even then it won't last long enough or have a long enough duration to ward them off indefinately. Even if being a wilderness ranger is part of your build, you might have wanted to use serpent's quickness or another beneficial stance in its place. Additionally, if there aren't even any assassins on the opposing team, your countermeasures are moot, and a waste of a skill slot, attribute points, and subclass, giving your team a crippling disadvantage from the get go.

Anyway, that's my argument against stealth/assassin/rogue, or any other "takes skill to play" or "powerful but counterable" type character classes.

momo2oo2

momo2oo2

Lion's Arch Merchant

Join Date: May 2005

Zaragoza, Spain

[ODL]

E/Mo

Quote:
Originally Posted by Snowman
strange I was expecting a serious thread and not reams of immature dribble which serves to prove nothing, except that immaturity and a lack of education tends to go together.
Well, GW is intended to be a game, which is fun. Humor is fun. I don't see why some humor means immaturity. I find making someone laugh is pretty difficult (apart from dumb humor like in Hot Shots).

P.D. Don't take things so serious. We are here for fun, not for getting a degree in GW physics

Lexar

Lexar

Krytan Explorer

Join Date: Aug 2005

Organised Spam

W/

I think i'm onto something here, and this class is perfect for dwarves, and maybe as a secundary for humans: the forgemaster or weaponsmith. Now before you think this isn't going to work in a battle, herein lies the new factor it would add to the gameplay: he can change the weapons of teammates on the fly, during battles. For example very overpowerfull weapons that last 2 hits, or change different elements of the weapons, to change according to whatever spirits are in the game (greater conflag for example, or ward against ele, change the sword to physical damage). Or even more interesting would be weapons that have a risk for either the forgemaster or the wielder, if you miss, you break the weapon, and one of the two recieves damage. His attributes could be like this: The primary exclusive attribute would be something to reduce the damage and risk of what happens when an attack fails, and the other 3 could be skills to make different weapons: all purpose warrior weapons, bows, or staffs. Before you think this is going to be a warrior support class only, consider this: a staff is ranged, and with some sort of extra powerfull high risk attack, it could be much more effective to kill other characters than running up to the target. of course the graphics would have to be very splashy so that everyone can easily see who has a changed weapon. The problem is that to make this enjoyable, you need a lot of weapon graphics, which takes a lot of time to model and texture.

Another class would be contractors. They would draw on powers of the different gods to get long lasting low efficiency team spells to only slightly increase stats of all teammates. For example a skill that would raise the attribute up one point, but maxed at 14 instead of 16 or higher. But asking favors of the gods comes with a price, when the contractor dies, maybe he has to pay for his contracts, and be impossible to resurrect for a set amount of time, for every contract he made, it adds 20 seconds. And of course gods will only grant one contractor his contract at a time, so if a contractor on the enemy team casts the contract after yours, something complicated should happen. Maybe it would undo the first contract, and because the recharge time is very high, 2 minutes or something, it can't become a contract spam fest. The attributes could be devided like this: an attribute to support hex professions (mesmers, necro), one for the offensive ones (possibly this could be balthasar, for warriors and ele's) and one for the healers and rangers, something with nature and being nice to people. As a profession exclusive attribute you could have skills to ensure that a contract stays on your team. the strategical part would be that the higher this is, the less points you can put in the contract, of course.

It's important to think out of the box, because most of the common professions in other games can be mixed and matched to be recreated with the current professions already.

Claymore

Claymore

Lion's Arch Merchant

Join Date: Apr 2005

Kingston, Ontario, Canada

A/W

Quote:
Originally Posted by Claymore
Ok instead on more classes, what if we changed the secondary class idea a bit. instead of another profession as a secondary, we choose a specializaton class OF the primary? say warrior/ beserker, or ranger/assasin, something to that effect. Instead of changing profession in the desert, you get to specialize in your primary class, or stick with your secondary.
Hence my original post of an idea on expanding or twisting the secondary profession slightly, My post on 2 handed swords as opposed to dual wielding was in response to someone elses post as a viable implementation idea of dual wielding.
If you are going to flame me for off topic posting, please make sure its an off topic post and not a response to anothers post.

Hanuman li Tosh

Hanuman li Tosh

Lion's Arch Merchant

Join Date: Sep 2005

garden of the gods, CO

Over Powered

N/

i wanna see...
psionocist
ninja/assassin

kawaii_bat

kawaii_bat

Lion's Arch Merchant

Join Date: Sep 2005

Canada, Gatineau

None

Mo/R

Hey!

a psion like proffession would actually be interesting considering the murssat and jade armors are very crystaline looking.

any thoughts on this?

Charcoal Ann

Charcoal Ann

Wilds Pathfinder

Join Date: Jul 2005

In a World of BADGERS!

Eternal Flame Brotherhood

Psion is one of the ideas i like. (yes i know D&D has it but D&D has everything under the sun).

basically they would be a disruption class of sorts i suppose. a caster of sorts.

kawaii_bat

kawaii_bat

Lion's Arch Merchant

Join Date: Sep 2005

Canada, Gatineau

None

Mo/R

Quote:
Originally Posted by Charcoal Ann
Psion is one of the ideas i like. (yes i know D&D has it but D&D has everything under the sun).

basically they would be a disruption class of sorts i suppose. a caster of sorts.
It would also be interesting if you could mind control a character sometimes (very brief periods) and use/steal certain abilities

(pssst: DnD psion power leech feat)

Or make objects (such as dropped items and or weapons that you find) fly around and hit stuff as if the points in the attribute for that skill where a weapon mastery skill.

Ex (telekineses 12 = swordsmanship 12 when making a dropped sword float.)

asdar

Krytan Explorer

Join Date: May 2005

I think Psion is something like the class they'll do. I'm not saying it'll be called that or even be described that way.

What I see for the next class is another category of negative affect like conditions or hexes and another class of positive like stances/enchantments along with a new bar to look at.

We have health and Power and the hidden bar of adrenaline, I think there'll be another bar with maybe spirit or some such and the new class will attack that along with all the old classes getting new skills that alternatively attack or defend the new bar.

Xiombarg

Academy Page

Join Date: Jul 2005

Brotherhood Of Dark Yearning

W/Mo

i would love to see a mind control class.. wow.. that would be awesome....

Rome.

Jenosavel

Jenosavel

Master of Beasts

Join Date: Jul 2005

Servants of Fortuna [SoF]

R/

Quote:
Originally Posted by Xiombarg
i would love to see a mind control class.. wow.. that would be awesome....

Rome.
I always thought Mesmer was the mind control class.

rocklimit

Ascalonian Squire

Join Date: Sep 2005

The Black Arts [TBA]

W/Mo

Dual-wield would be awesome, they better have polearms and i hope somekind of a rogue class gets in there.

Tactical-Dillusions

Tactical-Dillusions

Desert Nomad

Join Date: May 2005

Grimsby, UK

R/

Duel wielding..hmm.
Imagine two swords with the same mods. Anet would have to either negate one of the weapons mods or provide new weapons for that class with only half the effectiveness on the mods.
What would happen if you had a fiery sword and an icy sword? Some serious balancing to be done but it sure sounds fun.

Dead Panda

Frost Gate Guardian

Join Date: Jul 2005

N/Me

Should be a primarily a buffing class. Some good old pure buffing, maybe some speed buffing, and cast speed increasing spells and what not.

THINK OF THE POSSIBILTIES. D:

Xiombarg

Academy Page

Join Date: Jul 2005

Brotherhood Of Dark Yearning

W/Mo

i like the sound of the primary buffing class.. because we dont have one.. and we are in need of more pvp builds and more possibilities, but another melee class is most important i think.. the warrior lacks... but is well balanced... i think a berzerker or martial artist... but ya know.. thats me...

Rome

TwinRaven

TwinRaven

Wilds Pathfinder

Join Date: Apr 2005

W/

Sword Dancer: dual weilding class, sword and daggers only, no sheild option and when using dual swords (vs sword and dagger) takes a 25% reduction in damage (think: dual shot for Ranger) skills like thousand cuts, and razor's edge are favoritve elite skills. Your armor is no better than a necro, but speed buffs make you harder to hit. Your secondary as a warrior gives you the abilty to weild other weapons, but still no sheild and only one two-handed weapon...adrenalin is still your fuel, but your skills require more of it (think ele for mana use)...Physical characteristics are smaller than warrior and armor is leather and light-plate no bulky armor for the quick mover.

Adrenalin denial skills (think mesmer's energy denial) counters this class and is the specialty of the Bard/Cleric or Druid class I mentioned previously.

I figure this might satisfy rogue/ninja lovers without actually going to the land of "Been there Done that and Hated it"

On another note: of the 180+ replies to this thread, it seems far fewer than half are seriously on or even close to topic...flames wars, retard-response- reflex (the deadly r3 virus), and general "look at me" posts are getting old...you can still make jokes and have fun while CONTRIBUTING...face it, if you really want strangers to notice you, you can always expose yourself on public transit and get a similar response to your short-comings. Please, for the love of "not wading through 5 pages of crap to find a couple good, on-topic posts"...go wiggle it somewhere else.

big fat monster slayer

Ascalonian Squire

Join Date: Sep 2005

get it together (git)

W/Mo

i dont really care what they bring out as long as thiers double weild an attribute called stealth with weapons like spears and daggers.

makii

Ascalonian Squire

Join Date: Jun 2005

i would like to have a RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO class- with sexual healing powers! that woule be great! yea yea! and as always-a few weeks later the nerf--oh they are to powerful!!anet...

or a: blacksmith class: that buff any wapon and spell (def+atk)

Lampshade

Lampshade

Wilds Pathfinder

Join Date: Jun 2005

USA

Xen of Onslaught

Anti-IWAY characters

Venus

Venus

Lion's Arch Merchant

Join Date: Aug 2005

Boston, MA

Me/Mo

What is it with everyone and asianed themed classes? I personaly think that the classes should lean more tword (sp) D&D / Forgotten Realms themes..

Reiden Argrock

Reiden Argrock

Krytan Explorer

Join Date: May 2005

Arizona

Shadowstorm Mercenaries

Well, I honestly don't see any need for new class's but seeing how they will probably add another one..
I would like to see some kind of lightweigh melee class.

someone who wears, chain, studded leather, ringmail, kinds of armor, and uses spears or halberds, maybe a foil...

it's just so uneven.. 4 caster class's 1 ranged physical and 1 melee... lets even things out eh.

Rezyk

Pre-Searing Cadet

Join Date: Sep 2005

Obviously they will add Martial Artist and Shaman.

Theos

Theos

Wilds Pathfinder

Join Date: Jul 2005

River Dancing

Eternal Treachery [TimE]

Me/E

Quote:
Originally Posted by Lampshade
Anti-IWAY characters
= Mesmer! Congratulations on forgetting the entire illusion line!

As for a class... hum I highly doubt anything with stealth will be introduced, if you want this please go play WoW and be "uber". Note I did not say leave the game, just saying if you want that try some WoW. Rangers are already stealthy ---> Running/Dodging = Stealth pretty much.

Anyway I tend to agree that instead of caster classes we will see a new melee or atleast physical damage oriented class. Perhaps the best to fit here would be a "physical" caster. Not a pure mage or full blow chaos/dark damage like we have now, but more moderate physical attribute damage. Lets see, an example, numbers are probably way off: (note: Used names are attempting to be serious... but mostlikely will turn out comical )

Attributes:

Amplify: (Primary) When using physical spells you gain a damage boost of 0-36%.
Example Skill:
Philosopher's Marking: (E) The affects of Amplify are doubled for 10 seconds, but you lose 4-1 energy for each spell you cast. When Philosopher's Marking ends your spells are disabled for 5 seconds.

Wrath: No initial affect. Invokes the wrath of nature to deal brief damage to small locations. A skills tied to the Wrath attribute recieve benefit.
Example Skill:
Ravage Terrain: The area around target enemy or ally becomes unstable, enemies within that area take 10-50 physical damage every second for 3 seconds. All units in the area are crippled after the spell wares off, crippled lasts for 5 seconds.

Scavenge: No initial affect. Skills that use the surroundings to their advantage gain a boost. (low damage/heal tree)
Example Skill:
Absorb Essence: Extracts a bolder from the earth and drops it on a target foe. Hits up to 1-3 foes, and deals 10-50 damage to each. You gain 20 life for each hit foe, multiplied by 1-4. (Note: Very Small AoE)

Engage: No initial affect. Skills tied to enaging enemies in close quarters for full affect gain a boost.
Example Skill:
Earthly Fist: Charges for 4-2 seconds, builds up a thick granite layer around your fist. You strike target foe for 30-90 physical damage, that target is knocked down.

Ya... thats just some random stuff pulled out of my head... looks fun to me though

Fred Kiwi

Wilds Pathfinder

Join Date: Sep 2005

[cola]

Quote:
Originally Posted by Pillz_veritas
Storm Caller- Weather Manipulation.

Main Atribute- Preservierence - Because this class is extreamly Thin Skinned and armored, this atribute basicaly increases Armor.
Secondary Atributes- Self Explanatory
Wind
Rain
Snow

Basicaly it would be controlling weather, and its cast times are all 5 seconds and up, but its damage is SUPERIOUR to all other types. He could do 250 DMG per seconds for 2 seconds or sumthing. The Bad thing is that to control weather, you need to feel inward pain. To achieve this, the pants piece have negative health on them. (Health increasing with location you get it)

So Easy To kill, Easy to interupt, but if u dont killa nd or interupt you it kills ya hugely.
just imagine in tombs...8 of these per team and, you can't kil all of them so you all die, and you could pair it with spells like glyph of sacrifice etc.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

there is only 4 ways to go with this.

1. add another melee class

no rogue plz. that already exist, r/w. enough said on that. some class that uses 2 weapons or bare hands would be the way to go with this type of character.

2. add different races

all classes are human. if we had different races that would add some variety with plenty of room to experiment. will also put EoE in its place since its obviously way over powered for pve and pvp (not going to debate on this or respond to any post about that here. this would be just a side benifit).


3. pysonic class that uses mental powers.

more like a physical dmg caster that can bend players to his will.

4. Geomancer or druid

yes i know the earth ele is dubbed geomancer. would rather see a class that accually could use the environment and terrain to his advantage.

anet did such a good job with the classes and skills its accually very hard to find class combo that isn't possible right now.

Monseir

Monseir

Frost Gate Guardian

Join Date: Oct 2005

IM da shiznit

The Shiznitz

W/Mo

lycanthrope
fencer
martial arts master
pestilence (ability to possess)
zealot (divine, warrior, elemental, delusional, natural)
alchemist (potions, illusions)
avatar of [insert GW god here]
stormcaller
or just branches of the classes i.e.
for monks divine master, smiter,healer, protector
for rangers trapper, marksman, animal charmer (could charm more animals)
for warriors fencer, tank, assasin (or rogue)
for necros blood, death, soul reaper
for eles avatar of fire, water,earth, or wind
for mesmers possession, illusion, domination (would be dif from poss),

SecUnder

Academy Page

Join Date: May 2005

San Diego CA

Eternity Lost and Found

A/

i remember somewhere the frog hinting at gnomes in the second chapter.

With gnomes comes steampunk, and a class to go with it, using technology. Has blackpowder rifles instead of bows, and different mechanical contraptions. Maybe a mechanical pet that he upgrades etc. Would be a mechanical/technological version of the ranger, but without selfhealing or preperations, more direct damage type skills and such.

Someone said that necromancer was only used in D2, not true. Necromancer was also in everquest, and was almost exactly like the necromancer in guildwars. The mesmer is the enchanter of everquest, sans mind control. Although I do think we could use a couple more classes from everquest in guildwars, such as shamans, druids, bards and rogues. Psionic class would be nice as well.
And no, I don't want guildwars to be everquest, I just think the ideas would fit into this game as well. As well as the ideas were around before everquest, starting with DnD.

KvanCetre

Wilds Pathfinder

Join Date: May 2005

The Madison Scouts

E/Mo

The necromancer was also in Warcraft 3 and DAoC. In fact, its been in a lot of things throughout history, not just games.

I wouldn't be suprised if they added it as a type of class in the WoW expansion.

Asplode

Asplode

Desert Nomad

Join Date: May 2005

Chicago, IL

Rebel Rising [rawr]

Okay, necros in WC3, DAOC, and GW are WAY different

I think DAOC had the most clever idea for necromancers, TBH. GW's necro resembles the Blizzard (wc3, d2) necro the most in my opinion.

I stick with my previous suggestions, that is another melee class with less defense and more offense, or another ranged class with more defense and less offense.

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

well I think we need another non-caster class. Like a war, but not quite a war. The warriors could still be the bigass tanks but i think there should be anothe class thats smaller than the warrior but really hard to hit, and has skills to speed them up A TON.

.defekt

.defekt

Krytan Explorer

Join Date: Aug 2005

Ex Talionis [Law], Schindlers Fist [ouch]

You know what, I'm honestly sick of all you idiots that will not stop posting about how they are going to make an Assassin, or something completely pointless and unoriginal as that. Think about it. Why cannot you comprehend that Guild Wars is not like every other MMORPG and may add in something original?

Maybe to strengthen your view that they will create an Assassin, you should make up some skills and tell us all. I'm sure that they will be extremely amusing, because we all love to see a skill that makes the character run up to an enemy without being noticed, without his green little dot showing on the radar, and possibly... slit their throats, causing immediate death?

Or maybe for a Thief, you could sneak up to the enemy character and steal his wallet, then use a skill that teleports you directly to Lions Arch so you can spend your enemies gold? What an ingenious idea!

The bottom line is; if you want to play a lame, overused, unoriginal character like the Assassin, play a different game.

EDIT:
Quote:
Originally Posted by Monseir
fencer
martial arts master
That, my friend, is the stupidest thing I have ever heard. What, you're going to see some fool dressed in all white sidestepping over to you to attack you with a sword that has a ball on the end? Ha.
Martial Arts Master? Are those going to have Attributes such as Self Dicipline, Non-Violence and such? I see the originality, but its downright lame.

Crowskie

Academy Page

Join Date: Jun 2005

AR, US

FLA

R/Me

Here is a suggestion I made a few months ago.
http://www.guildwarsguru.com/forum/s...ad.php?t=30964

Quote:
Originally Posted by Crowskie
Idea:
Have a profession that is completely centered around his or her mount. It could be like anoter tank-like character.

How it would work:
Riders would be short and stocky(not so much as dwarves, but sort of in the middle of a Warrior and a Dwarf). By themselves, they would suck- hence the need for a mount. Instead of a shield(and/or weapon), you would have reins(Mandatory for any time you are mounted). Main attacks would come from the mount, not the toon. Rider's weapon/shield would be used to protect the mount more than anything. A slot in the skill bar also must be devoted(like for a pet) that allows you to get on/off your pet and also Rezes your pet if it dies. If you are off of your pet, it stays out of the aggro zone of any monsters(if directly targeted or it can't stay out for whatever reason, it just runs around until it's safe). Riders and mounts would have seperate health bars, and when the mount dies, the rider loses half thier health and three-forths of thier energy if they are on the mount(You could get off before it dies and only get the energy penalty). Riders without mount would only move half speed, and would have to run off to the side and then Rez thier pets. When mounted, I'd say 9 out of 10 blows would be taken by the mount.

Mounts:
I am thinking things like big Moa birds(attacks with beak and feet), Kamono-dragon-esk lizards(tail and mouth attack), giant devourers(claws and tail attack), and others. Basically anything that is big enough and has a place where the to could sit, and can attack while they stay there.

Problems:
Speed - Mount would have to move at same speed and the rest of the party.



Attributes:

Animal Kinship-
This is the connection the rider has with his mount. It effects how one reacts to the other. Commands given to mounts are more effective, and the animal is encouraged to work harder for a short period of time.

-Get the Throat!- Command. Mount does *+10* damage and has a 50% chance to cause a *–10* health degeneration for 10 seconds.


Fighting the Elements-
Wind and rain are just some of the elements that can have an effect on anyone. This is multiplied for riders atop their mounts. The very best riders must not only know how to compensate for the elements, but use them to protect themselves and their mounts. Skills that are affected have to do with protection, especially those that involve absorbing elemental attacks and using them for self-defence.

-Elemental Shield- Spell. For 10 seconds, every elemental attack against you or a teammate has its damage reduced by 2. Those points are turned into a shield against elemental attacks for *30* seconds.


Preparation-
Legend has it that the greatest riders of all could see into the future. The truth is that they only knew how best to prepare themselves before leaving on an adventure. Skilles that are affected have to do with evading attacks and survival.

-Patch Wounds- Spell. For *10* seconds, your health regeneration increases by *10*, and you stop bleeding.


Riding-
A rider’s ability on the saddle means everything. Not only are they expected to remain seated and command their mount, they are expected to do other things at the same time. Skills that are affected by this have to do with quickening actions, defending one’s mount, and staying in unity with it.

-Hold Tight- Stance. For *60* seconds, if your mount gets knocked down, you won’t get knocked off. If your mount dies, you don’t take a heath or energy point loss.

*__* = The suggested Attribute dependant stat.

floppinghog

floppinghog

Wilds Pathfinder

Join Date: Oct 2005

pit of brimstone

Squad Six Six Six [ssss]

A/Me

A bard is probably what we will get, something along the lines of "physical casting".
Singing-songs (like maintaining enchantments) /Shouts, maybe something along the lines of some kind of ritual attribute, not enchantment.
Possibly (i know Wow...) something with regiments to use/sacrifice, it would have to be very very easy to get though -please no grinding for that kind of stuff.

Counters would be like silencing them, punching them in the mouth? lol
Hey, who knows, but that seems close to the type of originally we will see.

All I know is, I can't wait!

KvanCetre

Wilds Pathfinder

Join Date: May 2005

The Madison Scouts

E/Mo

I honestly don't think we'll get a bard. They would have to take one of three routes:

1) Recording two vocalists singing many different skills.
2) Recording a musician playing many different skills
3) The lame route, have no music at all.