The Wilder (Wi)
Background: The Searing was a great tragedy for Ascalon. Many Ascalonians were separated from society or imprisoned by the Charr. Whether their plight was simply to survive or to escape from their new Charr masters, these people had only one option…to survive. The end result: The Wilder – one who has had to depend on savagery, cunning and ingenuity to survive in this harsh land alone.
Weapon type: Dual Daggers
Armor type: Skins, furs, bones, etc.
Attributes:
Toughness (Primary Attribute) – For each point in toughness, the Wilder gains a +1 bonus to AL. This also increases the effectiveness of Toughness abilities (Primarily these would be defensive type abilities I’d think).
Dagger Mastery – Increases proficiency with daggers and dagger abilities
Fury – In order to survive, the Wilder has had to depend on savagery. For every 4 points in Fury, the Wilder gains a 10% increase in attack speed. This also increases the effectiveness of Fury abilities (I’m thinking attack abilities, shouts, or other buffs).
Craftsmanship – The Wilder has the ability to craft HIS OWN armor and weapons from salvageable materials found in the game. Every point in craftsmanship grants the ability to create more powerful equipment. The created equipment would have a crafting requirement attached to keep people from abusing this attribute (ie – if you make armor with 12 Crafting, you will need 12 Crafting to wear it). Crafting abilities would also include crude traps, preparations, etc.
I’m thinking this would mesh well with the other classes. I could imagine a W/Wi focusing in Fury for more abilities and attack speed. Or a R/Wi focusing in Craftsmanship for some extra trapping power.
I'm still working on ideas for abilities, and I’d appreciate any and all feedback (I KNOW the crafting stuff will DEFINITELY receive mixed reviews). Thanks!
New Class - The Wilder
Arngrim120
Symeon
Yep. IMO crafting your own armour is out.
The idea is also quite similar to other ideas before, such as assassin, rogue, engineer.
The idea is also quite similar to other ideas before, such as assassin, rogue, engineer.
Arngrim120
Quote:
Originally Posted by King Symeon
The idea is also quite similar to other ideas before, such as assassin, rogue, engineer.
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What I've tried to do here is combine some of the recurring things I've seen that people want. Namely:
1) Another melee character option
2) More trapping options
3) Dual Wielding
I've also tried to develop a little bit of a background story so as to explain why this type of character has appeared in Chapter 2, and was not present in Chapter 1.
I appreciate the feedback!
mortalis doleo
duel wielding weapons will cause great imbalance, only because of illusionary weaponery... that skill would have to be canned for duel wielding to work...
Arngrim120
Quote:
Originally Posted by mortalis doleo
duel wielding weapons will cause great imbalance, only because of illusionary weaponery... that skill would have to be canned for duel wielding to work...
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Kool Pajamas
Quote:
Originally Posted by mortalis doleo
duel wielding weapons will cause great imbalance, only because of illusionary weaponery... that skill would have to be canned for duel wielding to work...
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judge1121
Quote:
Originally Posted by Arngrim120
Yes, granted. Pretty much ALL of the new class ideas I've seen in these forums are similar to each other in one way or another. That's beside the point.
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Flaxx
Well i like the idea of putting duel weilding weps in GW, and another melee class is severely needed IMO, but all in all it seems to me like a sort of angry ranger. still new classes are what we need and the more ideas we have the more likely we are to have good ones, thats what i say