New classes in the expansion, examination and suggestion.
Demon Kyrillion
new proffesions eh? how about enchanters, get a creature/person with interesting defensive and offensive enchantments,
e.g 1) Enchantment of Stone: turns Target other ally into a stone, movement
slowed by 80% defense increases bij 120
2) Enchantment Of Necromancy: target necromancers energy is boosted by
7 his death-magic skill is decreased by 2 points
of course this is a somewhat silly example's but it could be a nice replacement to the monk (healing skills not included in this proffesion of course)
i think the problem is that everyone relies incredibly much on the monks to succeed, why not give them another "protector"?
e.g 1) Enchantment of Stone: turns Target other ally into a stone, movement
slowed by 80% defense increases bij 120
2) Enchantment Of Necromancy: target necromancers energy is boosted by
7 his death-magic skill is decreased by 2 points
of course this is a somewhat silly example's but it could be a nice replacement to the monk (healing skills not included in this proffesion of course)
i think the problem is that everyone relies incredibly much on the monks to succeed, why not give them another "protector"?
Evil_Chyros
One word, Vampire. Vampire is a combination of Necromancer and Shapeshifter plus give him some superhuman abilities.
Some Vampire Features
- has default -1 Health Degen all the time (or at battle only)
- can turn into Bat, Lycantrophy, Myst, Rat, etc... (Shapeshifter abilities)
- has supernatural powers and speed
- uses punch and kick as attack methods
- weak on holy damage but strong against dark damage
Attributes
- Transformation (the higher the longer u can transform into animal)
- Superhuman Powers (or whatever u want to call it)
- ???
- ???
Skills
Haste - Increase movement and attack speed
Drink Blood - Touch enemy and steal health
Some Sword Skills
Shortcoming
Since Vampire is a nightcrawler and will die on sunlight, we can make him a Half-Human Half-Vampire. Less powerful than pure-vampire but can walk the earth both day and night. He still needs to drink blood to gain life since he has default -1 Health degen.
Pros
- the first class in GW that uses punches, kicks, and bites to kill enemies
- combination of Necromancer and Shapeshifter
- a bit powerful but -1 Health Degen always (or in battle only) will balance it
NOTE: This concept is still under development.
Some Vampire Features
- has default -1 Health Degen all the time (or at battle only)
- can turn into Bat, Lycantrophy, Myst, Rat, etc... (Shapeshifter abilities)
- has supernatural powers and speed
- uses punch and kick as attack methods
- weak on holy damage but strong against dark damage
Attributes
- Transformation (the higher the longer u can transform into animal)
- Superhuman Powers (or whatever u want to call it)
- ???
- ???
Skills
Haste - Increase movement and attack speed
Drink Blood - Touch enemy and steal health
Some Sword Skills
Shortcoming
Since Vampire is a nightcrawler and will die on sunlight, we can make him a Half-Human Half-Vampire. Less powerful than pure-vampire but can walk the earth both day and night. He still needs to drink blood to gain life since he has default -1 Health degen.
Pros
- the first class in GW that uses punches, kicks, and bites to kill enemies
- combination of Necromancer and Shapeshifter
- a bit powerful but -1 Health Degen always (or in battle only) will balance it
NOTE: This concept is still under development.
korytyler21
I liek the classes that we already have... the only thing that would be cool is a "warrior" with 2 swords/axes
ilCapitan
Trusting that all new professions would be balanced with the already exsisting professions i would definetly (spelling) try out a Vampire. The only thing would be to mold it in to the plot/history of Ascalon.
Hot Dead
Some of these new ideas for new professions will make GW too much like WoW/Warcraft, and Diablo2 (this is all that comes to mind, i am sure there is more). If ANet does add shapeshifter, then shapeshifter would probably be able to capture monster skilz (imagine capping glint). Hopefully ANet will try and stay "original" and not add elves, ninjas (a human beating the cr4p out of glint), rogues (just g4y), or any profession without weapons. Since GW does need at least 2 new melee (with weapons) characters and could use 1 more ranged (be it spellcaster or ranger sort of dude). Since we know that ANet will add new areas, and the current areas correspond to certain builds, the new areas will need to correspond to 'new" build (wheter the build belong to the current characters or new, the spellcasters that ignore AL dont need to change their builds so this doesnt affect them). I would like to see about 2 new melee characters (non-warrior). And another spellcaster, as I stated above. The new melee characters dont have to have the same AL as a warrior, but the spellcaster has to have the same AL as the rest.
MSecorsky
What is lacking is another melee type, a swordsman/swashbuckler/musketeer type with a unique set of swords (that warrior skills don't work on) and skills.
korytyler21
Quote:
Originally Posted by Hot Dead
Some of these new ideas for new professions will make GW too much like WoW/Warcraft, and Diablo2 (this is all that comes to mind, i am sure there is more).
|
I also believe that there isnt that much (talking bout professions) that Anet can add to GW that wouldnt include stuff that is already on a different profession.
darkness evenger 13
uh ive always thought a summoner would be a wicked cool idea, you could have all sorts of things, it would be a great add on to any class, a war could summon up a lost soldier to aid in combat, a ele could summon a wizard to boost his power, a necro could summon huge super minons that would be a huge add on to a minion mastery, or a ranger could summon a wolf pack to charge at the nearest enemy the possibilities are endless. And at the top of the summoning list gods, it would be so coll to summon gods up. My idea is they are used as like a super enchanment, For EX: summon the spirit of balthazar, for 20-30 seconds all all allied warriors attack 33% faster. Kind of like the Res sig these could be summoned once per mis.
Kwisatz_Haderach
first of all i would like to say that i have been against ninjas since day one but your idea has made me think they could work
next im all for a shapeshifter class and engineer class they could make gvg a whole lot more tactics based and less like a paper sciccors rock type game that whoever has the right build wins.
also i think there should be a druid build that could like summon animals (why should necroes only get to summon?)have minor buffing abilities for other classes and be able to ensnare people with trees and stuff. they already have alluded to this in the game(maggumu druids) so why not play as one?
Also there needs to be some use for stuff like ascencion and true sight other than reaching select areas in the game. (an armor bonus anyone?)
Finally, stop yelling at other people for unorigional ideas and come up with an origional one yourself. just because they are just putting forth something another person came up with doesnt mean they dont have something new to say.
next im all for a shapeshifter class and engineer class they could make gvg a whole lot more tactics based and less like a paper sciccors rock type game that whoever has the right build wins.
also i think there should be a druid build that could like summon animals (why should necroes only get to summon?)have minor buffing abilities for other classes and be able to ensnare people with trees and stuff. they already have alluded to this in the game(maggumu druids) so why not play as one?
Also there needs to be some use for stuff like ascencion and true sight other than reaching select areas in the game. (an armor bonus anyone?)
Finally, stop yelling at other people for unorigional ideas and come up with an origional one yourself. just because they are just putting forth something another person came up with doesnt mean they dont have something new to say.
Demon Kyrillion
Quote:
Originally Posted by Kwisatz_Haderach
Finally, stop yelling at other people for unorigional ideas and come up with an origional one yourself. just because they are just putting forth something another person came up with doesnt mean they dont have something new to say. |
Canis Lupus
Vampire, to left field.
Engineer, ya, put up a catapult and move it from fight to fight.... to ridiculous. As far as mixing chemicals, why not call him/her an alchemist?
Shaman, good ideal. But no shapeshifting. Could be used more as a monk.
Ninja, no, Shinobi, ya... there is a differance. But as far as hand and foot attacks, shouldn't that been more the monks.
Soldier, good ideal. another fighter of sorts. but then you might get a total tank, Soldier/Fighter, or visa-versa...
Horses, Dragons and the like. AN said "NO" to that a while back. How would you fight that in a PvP? Different types of animals would be good..... Hawk's, Eagle's, Gator's those would be a good expansion for pets. But then again, the lizards could be the Gator's really.
A Summoner, i.e. Spirits, would be good.
but, if you look at the henchies...... maybe a "Brawler"??? is a newer class they bring out. After all, it would counter a fighter.
Engineer, ya, put up a catapult and move it from fight to fight.... to ridiculous. As far as mixing chemicals, why not call him/her an alchemist?
Shaman, good ideal. But no shapeshifting. Could be used more as a monk.
Ninja, no, Shinobi, ya... there is a differance. But as far as hand and foot attacks, shouldn't that been more the monks.
Soldier, good ideal. another fighter of sorts. but then you might get a total tank, Soldier/Fighter, or visa-versa...
Horses, Dragons and the like. AN said "NO" to that a while back. How would you fight that in a PvP? Different types of animals would be good..... Hawk's, Eagle's, Gator's those would be a good expansion for pets. But then again, the lizards could be the Gator's really.
A Summoner, i.e. Spirits, would be good.
but, if you look at the henchies...... maybe a "Brawler"??? is a newer class they bring out. After all, it would counter a fighter.
yuna of spira
Quote:
Originally Posted by NatalieD
I kind of doubt they're going to revamp an existing class just to make more room for another. 3-5 wha? Bow attack speeds range from 2 seconds to 2.7 seconds. And you can get down to 1.33 with Tiger's Fury. There's not much room there for speed improvement. Resisting magic and spells is a job for individual skills, not a whole class... |
Second of all, there are plenty of things that an entire class has that can be improved within other classes. Energy for example. Expertise lowers energy cost. But o wait, so does some skills for eles and monks. With all the magic and hexes going around, it would add a lot more variety for a profession that was less susceptible to spells. Your argument could be used for any of the primary attributes for classes.
And finally, to your comment about how they wouldnt revamp warriors to make room for another character......then how do you propose they make another melee character without overlapping onto warrior skills. The best option is to take a little bit of skills from the original and help them form the new profession. All the ally dwarves fight with axes. I think by this its logical they would be axe guys. Thinking of that, I'm gonna suggest they make a axe-throwing skill in the next chapter. I think a axe-thrower dwarf who can use a little alchemy and engineering on the side in battle could rock.
LordMahal
I dont get it... why cant there be animals for us to ride? Not in PVP, fine, but in PVE the enemies ride creatures why cant we? A ranger could ride its larger pets, ie bears or even make a creature it could ride. Horses, why the heck not?! You can kill a horse just like you can kill its rider. Come on now, when you come up on those riders in the shiverpeaks, do you run away sceaming, OMG how do we kill it? NO. You kill them. Same thing for the horse rider. If used properly, and with limitations, this could be a great idea. On horse back you can have say, higher attack dmg %, but say you share your HP with your horse. There would clearly be ways to unhorse you that could cause Daze for, lets say, 8 seconds? So many things could be done. But to simply put the whole horse, riding animal, idea to the side is stupid. Or perhaps a class of character that has the ability to ride,only that class, and its a primary skill so you must be that class first. It seems like people dont want this because they are afraid they wont know how to compete against it. And dont say, because its not original... nothing is original anymore.
Vusak
i like the engineer concept, he could have a primary attribute that affects how many 'machines' he can 'maintain'.
kind of like an extra energy generating type ability.
basically they get a primary attribute that gives them extra pips of energy, but causes them to spend increasing amounts of energy per skill usage.
the end result being that they become good at maintaining lots of things, but not good at casting them.
ie.
Maintenance - grants 1 extra pip of energy per 4 ranks, every rank causes any skill to cost 1 more energy.
Alchemy - includes a group of maintained aoe effects that cause conditions. and a few small fire/forget skills like flashbang, concussion grenade etc. (not those modern terms ofcourse) and some small damage.
Technocraft - maintained effects that primarily affect physical attributes, like damage on weapons, armor bonuses. also aoe terrain adjustment features (like wards) but with more subtle effects like speed increase 10%, knockdown lasts longer by 2s, conditions spread to nearby foes but last half duration, spellcasting speed decreased by 33%, attack range increased/decreased etc, machine damage bonuses or machine range bonuses. also some basic attack skills like sparkshot, barbtip etc.
Machinery - various upgraded NPC type machines (you can have 1 at a time), the better it is, the more energy pips it costs to maintain. you could have machines that spit out regular aoe adjacent attacks. act as batteries for energy. provide healing aoe. perform obelisk like targeted attacks. also in this range are skills that perform machinery 'healing', basic tuneup skills.
basically this character would be an AoE specialist, but with a focus on circumstance changing effects as opposed to the more damage oriented ele.
then we could have the Ninja type.
though id divide it distinctly up into different roles.
Quickening - primary skill improves movement speed, and attack rate. every rank increases the base movement speed by 2%, and the attack rate by 2%.
Unarmed Combat - low damage, but lots of counter/interrupt oriented skills, that target a broad range of enemy attacks. deflecting blows, reflecting blows. somewhat stance driven, but with lots of proactive skills similar in nature to riposte that counter some skill yet to be used against them but have many different options for different skill types.
Dual Wielding - basic damage enhancement stuff, that relies on specific conditions to do extra damage. ie. target must be knockdown to take double damage from attacks. target must be blind to do triple damage from attacks. each percent of stealth transparency adds to your attack damage etc. otherwise has subpar damage compared to a warrior.
Shadow Sense - blindness causing effects, stealth ability, counter-stealth ability, skills that allow attacking while blind, evasion/blocking circumventing skills. all touch skills if used on friendlies.
Shadow Spirit - magic resistance skills, causing spells (both positive and negative) to take longer to be cast, causing greater energy cost for spells cast, reduce shadow damage/holy damage skills. all touch skills if used on friendlies.
would definitely have lower armor than a ranger, but not as low as the squishies.
stealth would be handled as a transparency effect. basically each time you use it, you would lose 2% movement speed, but gain x% transparency on your avatar and minimap beacon. its effects stack with itself, however it caps at 90% or 95% maybe. any attacking or skill using action would cause it to reduce by 10% (exception being the usage of stealth again). with stealth above at absolute max you cannot be targeted by players. so basically with maxxed out Shadow spirit, you could build up to the maximum stealth value, and then have a single chance to do something while not targeted. (however aoe effects would still get you, and NPCs too - in pvp).
hehe its kinda fun to come up with this stuff (as unlikely as it is to get in at this stage of development).
kind of like an extra energy generating type ability.
basically they get a primary attribute that gives them extra pips of energy, but causes them to spend increasing amounts of energy per skill usage.
the end result being that they become good at maintaining lots of things, but not good at casting them.
ie.
Maintenance - grants 1 extra pip of energy per 4 ranks, every rank causes any skill to cost 1 more energy.
Alchemy - includes a group of maintained aoe effects that cause conditions. and a few small fire/forget skills like flashbang, concussion grenade etc. (not those modern terms ofcourse) and some small damage.
Technocraft - maintained effects that primarily affect physical attributes, like damage on weapons, armor bonuses. also aoe terrain adjustment features (like wards) but with more subtle effects like speed increase 10%, knockdown lasts longer by 2s, conditions spread to nearby foes but last half duration, spellcasting speed decreased by 33%, attack range increased/decreased etc, machine damage bonuses or machine range bonuses. also some basic attack skills like sparkshot, barbtip etc.
Machinery - various upgraded NPC type machines (you can have 1 at a time), the better it is, the more energy pips it costs to maintain. you could have machines that spit out regular aoe adjacent attacks. act as batteries for energy. provide healing aoe. perform obelisk like targeted attacks. also in this range are skills that perform machinery 'healing', basic tuneup skills.
basically this character would be an AoE specialist, but with a focus on circumstance changing effects as opposed to the more damage oriented ele.
then we could have the Ninja type.
though id divide it distinctly up into different roles.
Quickening - primary skill improves movement speed, and attack rate. every rank increases the base movement speed by 2%, and the attack rate by 2%.
Unarmed Combat - low damage, but lots of counter/interrupt oriented skills, that target a broad range of enemy attacks. deflecting blows, reflecting blows. somewhat stance driven, but with lots of proactive skills similar in nature to riposte that counter some skill yet to be used against them but have many different options for different skill types.
Dual Wielding - basic damage enhancement stuff, that relies on specific conditions to do extra damage. ie. target must be knockdown to take double damage from attacks. target must be blind to do triple damage from attacks. each percent of stealth transparency adds to your attack damage etc. otherwise has subpar damage compared to a warrior.
Shadow Sense - blindness causing effects, stealth ability, counter-stealth ability, skills that allow attacking while blind, evasion/blocking circumventing skills. all touch skills if used on friendlies.
Shadow Spirit - magic resistance skills, causing spells (both positive and negative) to take longer to be cast, causing greater energy cost for spells cast, reduce shadow damage/holy damage skills. all touch skills if used on friendlies.
would definitely have lower armor than a ranger, but not as low as the squishies.
stealth would be handled as a transparency effect. basically each time you use it, you would lose 2% movement speed, but gain x% transparency on your avatar and minimap beacon. its effects stack with itself, however it caps at 90% or 95% maybe. any attacking or skill using action would cause it to reduce by 10% (exception being the usage of stealth again). with stealth above at absolute max you cannot be targeted by players. so basically with maxxed out Shadow spirit, you could build up to the maximum stealth value, and then have a single chance to do something while not targeted. (however aoe effects would still get you, and NPCs too - in pvp).
hehe its kinda fun to come up with this stuff (as unlikely as it is to get in at this stage of development).
Demon Kyrillion
ok, this may edge a bit to the ninja/shinobi thing, but hopefully ou'll think otherwise; I had my mind set on an enchanter first (see page 2), but that seemed kinda weak so i revised my idea and came up with an assassin, no this is not the stealth using, hand/foot fighting dude.
This is an assassin:
Skills:
Evade: Primary skill; with each point, the chanse to evade attacks and magic
spells (hexes, curses, etc.) increases, instead the
nearest creature/character take's the damage or spell.
Eviscerate: No inherent effect; with each point, the bleeding caused by you
will be lengthend by an additional 1 second,
this will also increase the effectiveness of
short-blades (idea for a new weapon
perhaps?) .
agility: No inherent effect; with each point the duration of speed increasing
skills lasts 2% longer; the duration in speed
decreasing effects will last 2% shorter.
Stun: No inherent effect; you have a 2% chance to stun your opponement
for 5 seconds teh chance to stun increases with
each point added.
Mace Mastery: No inherent effect; Increases The effectiveness of maces
Each of these skills are easily countered by other already existing skills (and new comming ones)
For example: 'Plague Touch' (necro skill) will remove a negative condition and its remaining time from yourself to target enemy.
this could be seen as a new kind of warrior who is able to use the already exisiting weaponry and some new ones.
i think its a pretty nice idea
This is an assassin:
Skills:
Evade: Primary skill; with each point, the chanse to evade attacks and magic
spells (hexes, curses, etc.) increases, instead the
nearest creature/character take's the damage or spell.
Eviscerate: No inherent effect; with each point, the bleeding caused by you
will be lengthend by an additional 1 second,
this will also increase the effectiveness of
short-blades (idea for a new weapon
perhaps?) .
agility: No inherent effect; with each point the duration of speed increasing
skills lasts 2% longer; the duration in speed
decreasing effects will last 2% shorter.
Stun: No inherent effect; you have a 2% chance to stun your opponement
for 5 seconds teh chance to stun increases with
each point added.
Mace Mastery: No inherent effect; Increases The effectiveness of maces
Each of these skills are easily countered by other already existing skills (and new comming ones)
For example: 'Plague Touch' (necro skill) will remove a negative condition and its remaining time from yourself to target enemy.
this could be seen as a new kind of warrior who is able to use the already exisiting weaponry and some new ones.
i think its a pretty nice idea
nimloth32
i would love a ninja class that can go into stealth mode and do backstab damage..speaking of ninjutsu..it kind of reminds me of naruto..=P..dual wielding would be good too..but moderations must be done to the backstab damage as if the damage is too high, it might lead to imbalance of the game..i think that there will be additional faction added to the expansion as you can see there is only one faction in game so far, balthazar..so if there is additional faction..arenanet should take extra care due to the fact that there is a high chance that there might be imbalance amount of players between both factions..stun would be good..however, i still prefer slow as stun might lead to imbalance of the game also..
lyra_song
Quote:
Originally Posted by Demon Kyrillion
<--snip--->
Eviscerate: No inherent effect; with each point, the bleeding caused by you will be lengthend by an additional 1 second, this will also increase the effectiveness of short-blades (idea for a new weapon perhaps?) . <--snip---> |
As far as my comments on how alchemy should fall under engineer, i wrote that because thats how guild wars professions tend to be.
If you really look at it, each profession is really 3-4 subclasses mixed into a vague name. This is what gives guild wars its flexibility and i think its what makes its fun.
Your ranger and my ranger would be completely different simply because i choose different attributes, because theres essentially 4-5 different rangers (just primary, no secondary)
Having a class that does only 1 specific thing is not a good thing. Alchemist can only do chemicals/potions etc. thats essentially 1 attribute.
Maybe change engineer to "Battle Scientist", this can encompass machines, chemicals, explosives, etc.
And if you dont think having movable ballistae is plausible, how come we can lay spike/flame/barb/dust traps?
edit:
Scorpion Ballista and a repeating ballista (auto reload)
http://www.cavazzi.com/roman-empire/...allista-04.jpg
http://www.cavazzi.com/roman-empire/...allista-03.jpg
malus
lol that is alot of text i stoped reading it after abit but still i reckon shapeshifters are neaded but they need another ability thats why i reckon druids more sufficiant
actionjack
So mcuh text.. maybe I will read it more carefully later.....
I dare anyone do a good Pirate Concept Class
I dare anyone do a good Pirate Concept Class
Hannibel
wow that's a long essay
HadesDeathGod
ever since I saw that they were making new classes first thing I thought of is a character that uses spears
and recently I thought itd be interesting to make a second warrior type character that uses primarily 2 handed weapons
as in 2 handed swords, 2 handed axes along with the spears
have their own form of defensive and offensive skills based on this
maybe their primary attribute will give them extra defense to make up for the lack of a shield
and recently I thought itd be interesting to make a second warrior type character that uses primarily 2 handed weapons
as in 2 handed swords, 2 handed axes along with the spears
have their own form of defensive and offensive skills based on this
maybe their primary attribute will give them extra defense to make up for the lack of a shield
Mordakai
Quote:
Originally Posted by HadesDeathGod
ever since I saw that they were making new classes first thing I thought of is a character that uses spears
and recently I thought itd be interesting to make a second warrior type character that uses primarily 2 handed weapons as in 2 handed swords, 2 handed axes along with the spears have their own form of defensive and offensive skills based on this maybe their primary attribute will give them extra defense to make up for the lack of a shield |
But, uh, he would have to have less defense than a warrior, or everybody would make one.
HadesDeathGod
well everyone already makes a warrior, and I see them as being similar to hammer warriors which are less favored
maybe the primary attribute will only give like 1 armor per point so you'd have to have 16 points in it in order to have the equivalent of a shield, and like strength call it "Vigor"
and playing as a primary one you dont have the armor pen from Strength so maybe their weapons have a base armor pen thing to them to make up for that lack, though a primary warrior with that will be almost too good in melee... or maybe Vigor gives armor pen bonus like Strength also to balance it out
or maybe it could even give them extra health to make up for the lack of defense
I dunno... its hard to think of things to mix well
maybe the primary attribute will only give like 1 armor per point so you'd have to have 16 points in it in order to have the equivalent of a shield, and like strength call it "Vigor"
and playing as a primary one you dont have the armor pen from Strength so maybe their weapons have a base armor pen thing to them to make up for that lack, though a primary warrior with that will be almost too good in melee... or maybe Vigor gives armor pen bonus like Strength also to balance it out
or maybe it could even give them extra health to make up for the lack of defense
I dunno... its hard to think of things to mix well
xsilver
the engineer idea sounds amazing. i would love to do stuff like that