CONFIRMED 1st New Class Information from Ch. 2: The Assassin
13 pages • Page 12
How many skills or abilities can you use that are designed for PvE alone in GWs?
For lockpicking to make its way into GWs, then
1.) It would have to play a role in PvP
2.) The game would have to introduce some new system in which skills or abilities have a PvE only application.
Whichever the cases, I hope its fun.
How many times have we seen a request for a "taunt" skill for aggro control?
If we are lockpicking, we may as well be taunting too.
If there is a second new profession, it seems very guessable that it will be a summoner/shapeshifter of a sort. I remember plenty of quest and missions revolving around druids.
(hmmm....if chapter 2 introduces 2 new classes, will chapters three and four do the same as well? By chapter 7 we could have 20 professions at this rate)
Im going to speculate on what the next class could be if not a shapeshifter.
I just recently noticed that the destruction that was summoned upon ascalon by the charr where blue crystal meteors. (I know, Im late) This fits well with the Mursaat and Seer in that it looks as if this game is flirting with aliens and technology from outerspace.
So the next class will reflect "other worldly" abilities with skills that suggest telepathy, telekinesis and psionic powers.
It will be called Clairvoyant or something. Of the professions, this would will be a little more mysterious in origin.
And speaking of origins, Ms. Gray if your still modatering this thread for suggestions, it would nice if the writers put much more effort into the cultures and origins of the classes in GWs, in the game.
It is mostly absent in the first chapter.
....you know, a little history on the booming acceptance of necromancy in tyria, or the elite society of mesmers that opperates with 2 faces, one public and one secret, or the training camps to produce battle ready monks.
Warriors can probably come directly from military resources, elementist come from schools that train people with magical aptitude (I think this is suggested in Cynns background story) and rangers maybe come from a group of highly trained hunters that have adapted thier survival skills into combat skills.
Maybe more clues are hidden that I missed (like I missed the blue meteors) but I havent heard any talk of it. So it would help if its more obvious if its there.
For lockpicking to make its way into GWs, then
1.) It would have to play a role in PvP
2.) The game would have to introduce some new system in which skills or abilities have a PvE only application.
Whichever the cases, I hope its fun.
How many times have we seen a request for a "taunt" skill for aggro control?
If we are lockpicking, we may as well be taunting too.
If there is a second new profession, it seems very guessable that it will be a summoner/shapeshifter of a sort. I remember plenty of quest and missions revolving around druids.
(hmmm....if chapter 2 introduces 2 new classes, will chapters three and four do the same as well? By chapter 7 we could have 20 professions at this rate)
Im going to speculate on what the next class could be if not a shapeshifter.
I just recently noticed that the destruction that was summoned upon ascalon by the charr where blue crystal meteors. (I know, Im late) This fits well with the Mursaat and Seer in that it looks as if this game is flirting with aliens and technology from outerspace.
So the next class will reflect "other worldly" abilities with skills that suggest telepathy, telekinesis and psionic powers.
It will be called Clairvoyant or something. Of the professions, this would will be a little more mysterious in origin.
And speaking of origins, Ms. Gray if your still modatering this thread for suggestions, it would nice if the writers put much more effort into the cultures and origins of the classes in GWs, in the game.
It is mostly absent in the first chapter.
....you know, a little history on the booming acceptance of necromancy in tyria, or the elite society of mesmers that opperates with 2 faces, one public and one secret, or the training camps to produce battle ready monks.
Warriors can probably come directly from military resources, elementist come from schools that train people with magical aptitude (I think this is suggested in Cynns background story) and rangers maybe come from a group of highly trained hunters that have adapted thier survival skills into combat skills.
Maybe more clues are hidden that I missed (like I missed the blue meteors) but I havent heard any talk of it. So it would help if its more obvious if its there.
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Originally Posted by tuperwho
I wonder if all new characters will have to go through the whole game again. I've done it 4 times (every quest, every mission, not a single runner). No offense, but I don't really want to do it again. It would sure be nice if you could do an ammended version with the new char's. I know this get's messy, as there should be a learning/proving ground and a way to earn skills and items for the new classes. But seriously, playing through ascalon and kryta again would be like banging my head against the wall. There's gotta be some way to start at the desert or do an abbreviated or new low level storyline or something.
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it let's you actually learn the class instead of all of the sudden having a level 20 unknown class available to you.
plus, it's not like it's hard to get "run"ed to desert for a few coins anyway.
If I could buy a second account and merge it to mine to have more char slots, I'd do it in a heartbeat. I'd love to have a Mesmer or a Necro. But no way in hell am I deleting one of my hard-working PvE characters for that. Plus, after doing it three times, I would REALLY not want to go through PvE again. And I don't belive in running.
I pray that, in the next chapter, there is an alternate route to ascension, so I never again have to deal with THK, Elona Reach, Ruins of Surmia, ANY of the fire island missions...
I pray that, in the next chapter, there is an alternate route to ascension, so I never again have to deal with THK, Elona Reach, Ruins of Surmia, ANY of the fire island missions...
t
u
L
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Originally Posted by Gaile Gray
And of course, your ideas and suggestions are welcome on this new profession!
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I guess i was wrong.
Here are some of the ideas i would like to see...
Throwing knives for disabling and causing critical hits.
Very fast adrenal based melee attacks.
Masses of stances/evades/dodge/block (like the expertise line)
Dual wielding.
Decent armour.
Heal on the run. < oh yes!
lol, already the new class has a tag - Ass!
Just because it's called an assassin doesn't mean it can't be unique.
Oh, please be unique...
Hmm... interesting how this will augment other class primaries..
Healing? On an assassin? Doesn't feel right. Poison, bet we can expect that. Other degens. Penetrating attacks as well. Condition causing, likely.
Of course, if we don't like the class, we don't have to play it...
Oh, please be unique...
Hmm... interesting how this will augment other class primaries..
Healing? On an assassin? Doesn't feel right. Poison, bet we can expect that. Other degens. Penetrating attacks as well. Condition causing, likely.
Of course, if we don't like the class, we don't have to play it...
c
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Originally Posted by Naprius
i bet the assassin will be like a rogue in dungeon and dragons.
sneak attack , hide, lockpick. If they would implement certain areas which you can only enter by a door thats locked and you need a certain key. or an assassin. i hope the second class will be the Garden Gnome. i can't wait to run around with my wheelbarrow , crushing mobs under my wheel of justice |
I, for one, have been hoping for more interior adventure to complement the exterior stuff. I really got into the catacombs, though the monsters were not a real challenge.
So, I see it as a thumbs up, especially with interior castles/catacombs/dungeons/caves/etc...
B
G
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Originally Posted by Tactical-Dillusions
I would have thought that the new professions would have already been planned out, with great progress made so far.
I guess i was wrong. Here are some of the ideas i would like to see... Throwing knives for disabling and causing critical hits. Very fast adrenal based melee attacks. Masses of stances/evades/dodge/block (like the expertise line) Dual wielding. Decent armour. Heal on the run. < oh yes! lol, already the new class has a tag - Ass! |
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Originally Posted by MSecorsky
Just because it's called an assassin doesn't mean it can't be unique.
Oh, please be unique... Hmm... interesting how this will augment other class primaries.. Healing? On an assassin? Doesn't feel right. Poison, bet we can expect that. Other degens. Penetrating attacks as well. Condition causing, likely. Of course, if we don't like the class, we don't have to play it... |
Of course, an RPG isn't grounded in reality, but to say it doesn't "feel" right ignores the fact it was commonplace.
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Originally Posted by tuperwho
I wonder if all new characters will have to go through the whole game again. I've done it 4 times (every quest, every mission, not a single runner). No offense, but I don't really want to do it again. It would sure be nice if you could do an ammended version with the new char's. I know this get's messy, as there should be a learning/proving ground and a way to earn skills and items for the new classes. But seriously, playing through ascalon and kryta again would be like banging my head against the wall. There's gotta be some way to start at the desert or do an abbreviated or new low level storyline or something.
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No, we need a brand new beginning... preferably set in this new region hinted at in the Assassin article...
Why limit the new content for Lev 20 chars only? A whole new storyline will be a good way to hook people back into GW who may have left.
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Originally Posted by Bwsk8
Since when do the characters have real names anyways, are all the warriors in guild wars named brute?
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Aidan represents ranger
Devona represents warrior
Cynn represents elementalist
and i think there is more.
characateres allways had "real names" that represent them.
c

how about an ele/ass