Ideas for the New Assassin Profession

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

Quote:
Soo, I guess the general reaction is "thumbs up" to the Assassin?

If you have a chance to see the actual magazine, it's really a lovely layout, and I think the concept art is terrific. Play Magazine produces really nice publications -- heck, even the print quality and paper is nice!

We'll have more to say about Nika in the near future. And of course, your ideas and suggestions are welcome on this new profession!
That post was made by no over then the famous Gaile Gray.

The Assassin is the first class that is expected to come however as you can see above devopment of it is still not done.

Perhap Anet needs help in creative ideas for this profession.

Post any good ideas for Skills, Weaponary, etc for this new Profession.

I only ask that you don't say Assassin is too cheap, stupid or any other degrading comment on here and that you don't Flame others ideas but you can say kindly "Sry that won't work because..." and possible mybe help others in making their ideas come to Life. Can a Mod help me inforce this plz?

Ok Post away!

P.S. I forgot to say look at the picture from http://www.guildwarsguru.com/forum/s...ad.php?t=80410 if you look closely there is text that show a few thing this profession will have. One of them being DUEL WIELDING

Slade xTekno

Slade xTekno

Rawr.

Join Date: Apr 2005

Read or Die Stooge Forum

W/

I would like to contribute my ancient but extensive Dual-Wielding thread. It's older than a lot of people on this forum. :O
http://www.guildwarsguru.com/forum/s...ead.php?t=3441

Aeon_Xin

Banned

Join Date: Nov 2005

E/Me

While not going too in depth, I would like to offer up some suggestions.

While the above linked discussion was all right, it was a little too much like saying, It all has to be this way.

Dual Wileding should definately be an option for assassins.

I would add several short or light weaponrs choices. Daggers, short/light sword weapons such as scimitars(i know the game already has these)

Maybe the weapons that are currently in the game should be looked at.
Warrior weapons are generally low talent high strength chopping and bashing.

I would make any weapon that takes finess, rapier, scimitar, and commit it to assassins.

When DW largeer weapons, 2 rapiers or scimitars, the offhand should have a 50% or so drawback(attribute bonuses and allowances not withstanding), but someone wielding a Rapier and a dagger would be all at 100% damage rating.

You could use offhands such as garotte(sp?) ether soaked rag, things of that nature.

I would also add crossbows for rogue/assassins, and give them a skill set jsut for projectiles(could be substituted with throwing spikes or caltrops or slings), or make all those weapons usable with a missile attribute/skillset.

Alot of skills could use undodgable if hidden, or if hidden(see skills below)

Skill ideas:

Ignore armor(or do a % on armor reduction)
Invisibility/cloaking while standing still
Invisibility/cloaking while on the run
Attacking while moving
Double and tripple hits.
A variety of grapple attacks.
A skill/skill set that lets you move over/around objects that others cannot. I don't know how feasible this would be using game mechanics, but I see alot of hills that we "should" be able to walk up but can't.
Dodging, sidestepping, a large varity of skills that completely avoid incoming damage(for short periods)
Poisons, of several varieties. Paralasis, blindness, slowing, knockdown, bleeding, so on and so forth.
A stunning skillset, that allows the newly defunct AOE's to operate like a knockdown with longtime effects(or a poison effect)

One trap that would be specifically neat would be to bait a Rangers trap with poisoned food

Low AC, high magic resistance armors. Lower life, higher mana/blue bar, because you'd imagine someone to be frail, and rely on skills to not take damage.

I'm sure I'll be adding to this.


I'm just tossing idea's, and I meant no offense to someone who put forth the time and effort such as the above. I'm just recognizing the fact that I will take no actual part in game design or rules, and therfore only theorize on things an assassin should/could possibly do in a game such as guildwars.

Murder In China

Murder In China

Banned

Join Date: Sep 2005

/B/Chan

Looking for one

W/

An interesting skill would be like,

Back Stab
Attribute: Katar Mastery, or whatever the weapon the assassin will use.
Range: Melee
Cost: 6 hits of Adenaline
If target foe is blind, you strike for +1-15 damage with +10-30 armor penatration.

Or something of that like.

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

Great Ideas but I also think we should be focusing on Skill Ideas because its more likey that those ideas will be needed. But thanks for the many ideas that balance Duel Weilding, after all everyone really wants it but can also see a few cheap things coming of it.

I'd like these skills

Poisen Dagger
Attribute: (I don't know)
Range: Regular Cast distance
Casting time: 1
Energy Cost: 5
If Poisen Dagger hits your target takes 5-10 damage and is poisened for 9-19 seconds.
(Fell free to change it around but I want the damage to be mostly from a length poisen and not the itial damage)

Black Poisen Gas
(refers in Batman begins with that guy using the gas that mad people panic)
Range: Melee
Casting time: 5
Energy Cost: 15
You spray Black Poisen Gas on target foe. Once Black Poisen Gas hits your target is Dazaled for 5-12 secs. While Casting this spell you are easily intrupted.

thirtypercent

Frost Gate Guardian

Join Date: Aug 2005

ive got several assasin skill ideas:

Disarm

Hide
You hide behind an ally from the next attack on u. The damage is dealt on the ally and it is reduced by 0%-30%.

umm.. im in schl now and my time is up ill probably complete this afterwards.

Theos

Theos

Wilds Pathfinder

Join Date: Jul 2005

River Dancing

Eternal Treachery [TimE]

Me/E

Assassin weapons:
- Daggers
- Basic Light Double-Edged Short Swords
- Projectiles
- Bare Hands
- Gauntlets or Claws (yes real weapons, much like brass nukles but sharper)

Assassin Equipment:
- All sorts of camoflauge
- Light
- Weak and Flimsy compared to real armour
- Distraction devices

Going by the above you could form the basic armour, weaponry, and some basic skills or primary attribute.

Armour:
- Would be in the 60-75 AL range.
- Inate Evasion (Bonus for armour) or Dark/Light Absorption*.
- Probably designed to allow superb movement while offering some stealth.
- Base Color probably dark blue or black/silver.

*Dark/Light Absorption: One, there is no current such defense. Two, the stereotypical martial art training is centered around mind over matter and the repelance of dark energy (We can draw this from Japanese Oni and the customs around it).

Weapons:
- Dual Swords/Claws/Daggers/etc...
- No Shield
- Damage: Physical or Magical
- Projectiles, one handed allow for use of off-hand.

Primary Attribute: (Taken from basic assassin training)
- I could see something along the lines of either:
-- Stealth, as was mentioned before. Something like fading off the radar and LoS.
or
-- Speed; needs a better name but something like Strength turned to a boost in movement speed and evasion/attack rate.

Ok... I am done for now. If the above are liked I can keep going.

KonohaFlash

Academy Page

Join Date: Jun 2005

here's the stalker/assassin class i posted a few days ago:
http://www.guildwarsguru.com/forum/s...hlight=stalker

Mesmerized

Mesmerized

Frost Gate Guardian

Join Date: Jul 2005

Order of the Temple [Temp]

Mo/

Assassins... lets see.. I can see a type of poison weapon skill, a few blinding types, crippling attacks, and dazed would be great. I could see possible combos including a blind, and then +damage if blind attacks.

Assassins in my eyes are quick, so maybe their primary could be a type of stealth/speed attribute.. Points in it lower the size of your aggro bubble, and also give you a set bonus to run speed or atk speed. Offset skills from this could maybe be an AOE blinding or dazed elite.. or even the "Shadow Step" as said in the article, which could be an "Invisible for (2-8) seconds" type of deal, but eh.

As for weapons, I'd love to see dual katars or daggers, possibly with masteries for those types of weapons. Included in those attribute lines could be a Whirling Defense type of skill, like Dagger Parry or something, and an offshoot of Poison Arrow, Poison Dagger.

Back to weaponry, I can maybe see a kind of "hand to hand" weapon class that consists of all types of katars (katar, claw, cesta, hand scythe), daggers (dagger, dirk, stiletto, parrying daggers), and maybe Kohaku's chain scythe from Inu Yasha (a Kusarigama).

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

Assassin's Cloak

Cloak For 5-15 you can not be viewed on the radar and are invisible to ememies (can't see them in PvP). Assassin's Cloaks ends if you use a skill or attack.

I think if something like is in it should have a seperate catagory like my suggested Cloak and a skill would counter it like.

Light of all seeing

All Cloaks end and no cloaks can be cast for 10-15 sec.

This would be cool in the missions because mybe Niki could tell the others that she needs THEM to kill the Guys with this skill so she can sneak by and kill a leader or something.

Aeon_Xin

Banned

Join Date: Nov 2005

E/Me

Quote:
Originally Posted by Guardian of the Light
Assassin's Cloak

Cloak For 5-15 you can not be viewed on the radar and are invisible to ememies (can't see them in PvP). Assassin's Cloaks ends if you use a skill or attack.

I think if something like is in it should have a seperate catagory like my suggested Cloak and a skill would counter it like.

Light of all seeing

All Cloaks end and no cloaks can be cast for 10-15 sec.

This would be cool in the missions because mybe Niki could tell the others that she needs THEM to kill the Guys with this skill so she can sneak by and kill a leader or something.
For turning invisible, if an attack cancels, I would say you become visible after the attack, lag or glitches could turn you visible before the attack.

For light of all seeing, you could do something like throw darkenss, like lamp black in a powder form, coats anadversary if it hits, turning him black, or disables him from going invisible for a period of time, maybe with possibility of blindness.

Sentao Nugra

Krytan Explorer

Join Date: Jul 2005

Crystal Lake, Illinois

Grenths Rejects [GR]

*dual wielding*
how bout making the second hand weapons all be completely different and only be able to wield them in the second hand (like a focus)? this would allow for 2 new types of weapons to be introduced, and possibly lead to having warrior main weapons (axe,sword.. etc) and a dagger for the second. could make for some very interesting combinations across classes.

*armour*
i believe that the stealth shouldnt be implemented as a skill, but in the armour. it could have stats something like this:

Armor: 65 or 70 (about what it should be because they are still a melee class)
+3-5 energy (glads style +2)
25% chance to evade an attack (would vary across armours, much like the energy levels on mesmer armour etc. if you were to increase this amount, you would either lose energy or AL, not sure which)

*skills*
this class should be PACKED with damaging evasive stances, like whirling defense (ranger.) should also have a few key knockdown skills, along with: blinding (blinding strike, blind target foe for 5-20 seconds and deal only 1-16 damage)
bleeding (fury strikes, strike twice at target. for each successful hit, target foe bleeds for 3-15 extra seconds)
weakness (knock out blow, strike foe in chest. target beacomes weak, and is knocked down for 1-4 seconds)
crippling (leg sweep, target is knocked down and becomes crippled for 5-20 seconds)
and possibly dazed (strafing blow, strafe behind target foe and strike head. target becomes dazed. this attack does only 1-16 damage)

*attributes*
illusion: (primary attribute) skills used for evasion (stances) and shielding self/others
weaponry: is linked to many skills that use the weapons for damage
fist fighting: linked to skills that use fists, mostly called "punch", or "blow"
recovery: take a guess! the classes VERY LIGHT healing skills come from here


my 2gp on this topic

Xue Yi Liang

Xue Yi Liang

Jungle Guide

Join Date: May 2005

Northern CA

Outlaws of the Water Margin

Mo/Me

Chameleon Your character's armor "skin" is transformed to one of several colors/patterns that can allow you to blend into the environment. In PvE this essentially decreases the chance to aggro the enemy. In PvP you're just harder to see. e.g. in the jungle your armor becomes green with a pattern that helps you blend into the environment.

Perhaps the quality of "blend skin" improves with the quality of armor.

Sofia Sofia Sofia

Sofia Sofia Sofia

Frost Gate Guardian

Join Date: Jul 2005

I think the Assassin's theme should be condition first, then massive damage.

So, blind, deep wound, or cripple, then one attack that covers each condition.

Also there should be things to improve speed like 50% for ohh... 5 secs? Then the first attack you do from this super fast condition does 3X damage or something.

The assassin should be an in and out massive damage, non-repeatable, physically weak, condition inflicting character.

No magic!!!

Dead Panda

Frost Gate Guardian

Join Date: Jul 2005

N/Me

Guys guys. Think ninja.


Flashbang.
Skill. 10 Energy. 30 Recharge
All enemies currently targeting you can no longer target you for 5-15 seconds.


Silent Step
Stance 10 Energy 45 Recharge
For 10-20 seconds you do not aggro enemies.

Infiltration
Shout 10 Energy 30 Recharge
For 5-10 seconds all allies in the area will not trigger traps.

Red Lotus
Skill 15 Recharge 20 Recharge
If attack lands. Deal additional 10-40 damage with 25% Armor Penetration. Target suffers from bleeding, cripple, deep wound for 5-15 seconds.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

75 armor +10 vs physical armor

its subpar warrior but not too far for melee combat.

attributes.

throwing weapons: increase dmg done by thrown weapons. (potions, star, ect..)

(insert weapon name) mastery: increase dmg done by (weapon) and chance for critical

dexterity: chance to "evade" or "block" an attack increases by 3% each point.

i'm blank:

i'm blank:


that's all i could think about for now. the primary attribute i am more care more about than the skills. natural ability to evade and block attacks seems right for the assassin. their armor is a little less than warriors so they will take more dmg but get hit less. i think that is something very important if this is going to be a form of melee class that most people hope it to be. hopefully they give us that option by using a melee weapon and throwing weapons. aoe potions like blind or exploding potions. i'm liking the condition affect you could pull from that. i couldn't think of anything else but if does have 2 weapons types then the assassin should have 4 attributes.

Turbo Wombat

Turbo Wombat

Lion's Arch Merchant

Join Date: Nov 2005

Centeral Texas

Heros of Titans Realm

Me/

As it stands now (I.E. not knowing hardly anything except the basic concept and how ANet has designed the other classes), I think the Assassin could be a very interesting class to play as. Personally, I could care less about dual wielding of weapons but have my own ideas as to how the Assassin should be played. I'll give you a quick run-down of them here:

Attributes:

Evasion (primary only): Increases run speed by 1% per level and makes skills that involve dodging and escape more effective

Melee (daggers, knives, short swords, etc.): Increases damage dealt with melee weapons and effectiveness of counterattacks

Missile (throwing knives, darts, shuriken, blowguns, etc.): Increases damage done with missile weapons and the effectiveness of skills involving their use

Provision: Increases effectiveness of healing skills and other techniques that supplement combat

Armor:

AL: 65-70 with a small boost (10?) vs. Physical attacks

Energy:

4 pips but no foci or energy increasing items created for the Assassin class

Play Style:

The Assassin will rely on a series of condition causing attacks and counterattacks that impede the enemy but don’t last long requiring them to renew them relatively frequently.

Melee attacks won’t have much as far as bonus damage but should cause conditions that impede their target’s effectiveness (Ex. Face Rake – If this attack hits, target foe takes X damage and is blinded for X seconds or Knee Strike – If this attack hits target foe is crippled for X seconds or Deadly Feint – If this attack hits, target foe begins bleeding for X seconds. This attack cannot be “Blocked” or “Evaded” or Headbutt – If this attack hits, all your target’s skills are disabled for 1-3 seconds) Another aspect of melee combat would be counterattacks which would rely on your opponent attacking in order for you to use the skill (Ex. Throw – For 5 seconds, block the melee attack you are hit with. If an attack is blocked, the attacking foe takes X damage and is knocked down or Cross-counter: For 5 seconds evade the next melee attack that would hit you. Attacking foe takes +X damage or Sweep – For 5 seconds you evade the next melee attack that would hit you. If you evade an attack in this way, the attacker becomes crippled for X seconds). These stances would of course have a reasonable reset time so that they cannot be spammed.

Missile attacks will have a short range (roughly that of Ice Spear or Point Blank Shot) and won’t do as much damage as melee attacks but will but will focus more on interrupts and other condition causing attacks (Ex. Headshot – Interrupt target foes action. If that action was a spell the target becomes dazed for 3-5 seconds or Thigh Strike – if this attack hits, target becomes crippled for X seconds or Dust Bomb – if this attack hits, target becomes blinded for X seconds.) These attacks would have slightly faster reset times allowing the Assassin to keep applying them as necessary until their energy runs out.

The Provision skills will truly allow the Assassin to cause problems. Skills under this category should include some sort of healing skills along with preparations or attacks that cause health degeneration or some other combat related debuff. These skills will apply to both melee and missile attacks (Ex. Poison Blade – If your next attack hits, struck foe becomes poisoned for X seconds or Soothing Blade - If your next attack hits, struck foe suffers from weakness for X seconds or Serrated Blade - If your next attack hits, struck foe suffers from bleeding for X seconds or Acid Blade - If your next attack hits, struck foe’s attack speed is reduced by X% for X seconds.) Examples of healing skills may include Tourniquet – If touched target ally is suffering from bleeding, they stop bleeding and Tourniquet replaces bleeding for the reminder of the condition. While under the influence of a Tourniquet, combat and movement speed are reduced 20% or Healing Tonic – Regain X health. Other miscallenious skills that might be included under this attribute might be something like Chokehold - For X seconds touched target foe cannot move or use skills but neither can you.

Evasion will allow for the Assassin to get in close enough to their targets to do their damage with minimal risk. There should be skills that allow for both projectile and melee evasion (though not at the same time) along with maybe 1 or 2 speed increasing (running) skills. An elite skill that might fit into this category could be a stealth/camouflage skill that made the user partially transparent for X seconds, removed their blip from the radar and shorten the agro range of nearby monsters to that character. The skill should end prematurely if the user moves from the point of casting.

Sorry if this bored anyone, but I think that this is basically how the Assassin should play out in my opinion. I would also be nice if the beginning of the PvE game was different but maybe tied into the original story line along the way if there isn’t enough content to max out the character in the new areas (around Lion’s Arch maybe?).

Besides this, I think the other ideas of a Telekinetic/Clairvoyant, Shape Shifter or Alchemist would be interesting additions to the game as well.

NatalieD

NatalieD

Desert Nomad

Join Date: Aug 2005

I just had a peculiar idea that I think might make an assassin class rather neat, and not just a warrior knockoff with less armor.

What if assassins had a number of skills that only work as long as nobody else is messing with your target? Then a typical assassin build would be somewhat inferior to other offense classes when it comes to ganging up on the enemy in the usual way, but could slip off to harass or disable Monk A while the rest of the team is focusing fire on Monk B.

It would give assassins a definitely distinct role, and perhaps make a bit more sense thematically. I'm not entirely sure how well it would work out in PVE, though, and of course it's just a very rough idea at this point.

Any thoughts?

Alex Weekes

Alex Weekes

Krytan Explorer

Join Date: Mar 2005

Brighton, UK

Some good ideas here, makes for interesting reading . I'd like to encourage everyone to think a little outside-the-box ... we're talking about C2 here, so that means you are not necessarily limited to existing game mechanics for suggesting ideas.

How inventive are you? Keep in mind, however, that the Assassin will be just like the existing Professions in that skills and attributes should have a use for both PvE and PvP.

thirtypercent

Frost Gate Guardian

Join Date: Aug 2005

ok to continue my previous post.

Sneak Techniques
Disarm
Disarm the enemy for 1-4 seconds. When disarmed, enemies do not deal weapon's damage, gain benefits from weapon's modifications nor use weapon skills.

Elite Skill: Deep Slash
Attacks for +5-15 damage. If if this attack strikes a Disarmed foe, the enemy suffers from deep wound and bleeding for 8-18 seconds.

Sneak and Slash
Sneak up on a target foe and attack. If this attack hits a foe from the back, target foe is knockdowned and an additional 5-15 damage is dealt.

Elite Skill: Chain Slash
Attack a target foe for +5-15 damage. If there is another foe standing near targeted foe, assasin sneaks up on the other foe and does a sneak attack.
Sneak attacks cannot be avoided or blocked.


Assasination Skills
Tactical Cut
If this attack hits a foe with 50-70% health, target foe is crippled and bleeds for 10-18 seconds.

Tactical Slash
If this attack hits a foe with 40-50% health, it deals +30-50 damage.

Power Slash
Deals an attack which hits for +12-+25 damage.

Tactical Hit
If this attack hits a foe with 30-40% health, attack hits for +20-30 damage and the foe is interupted.

Tactical Trust
If this attack hits a foe with 60-80% health, the attack deals +20-30 damage and target foe is knockdowned.

Elite: Unleash
Deals an attack which strikes for +5-20 damage and the next skill requires no andreline to cast.

These skills which requires health percentage to use will be difficult to master but will be very powerful. (i suggested these on my Shadow Master class suggestion and thought it would be very suitable for assasins as assasins are skillful and strong pple. They study the situation before assasinating, therefore for these skills, the assasin has to study the condition(health) of the foe before the skill can work.

i think that the assasin shld have an attribute called Sneaking Techniques. Under this attribute would be sneaking skills and sneak attack skills (sneak attacks canot be avoided or blocked). In order for assasins not to overpower warriors, if warrior is using Wary Stance, all sneak skills on warrior will fail.

KonohaFlash

Academy Page

Join Date: Jun 2005

alex weekes is reading! already posted a link but what the hell

Profession: Assassin

*has a base 3 energy regen pip

Attributes:

Stealth
Knife Mastery
Assassination
Gadgetry

Armors:

Assassin Garb - 60 AL, en bonus per armor piece (similar to ranger's druid armor)
Battle Garb - 65 AL, + 10 AL vs Physical
Duelist Outfit - 65 AL, + 15 AL while in a stance

Weapons:

Knife/Dagger - 9-25 damage; same attack speed as swords/axes

Sample Skills:


Stealth

- primary attribute of stalkers, increases base movement speed by 0.75% per point in this attribute


Lightfoot (10 en, 45 secs recharge) - Stance

For 6-18 seconds, you move 25% faster and do no set-off traps.


Shadow Clone (10 en, 3 sec cast, 45 secs recharge) - Skill

Create a Shadow Clone at this location. The clone dies after 6-24 seconds.


Silence (10 en, 3/4 sec cast, 30 secs recharge) - Melee Attack [Elite]

If this attack hits, you attack for +12-24 damage and disables the target's 'spells' and 'shouts' for 5-15 seconds.


Shadow Form (15 en, 1 sec cast, 45 secs recharge) - Skill [Elite]

Remove all enchantments. For 8-18 seconds, you have a 75% chance to 'evade' attacks and cannot be targeted by hexes and enchantments.


Signet of the Chameleon (2 sec cast, 30 secs recharge)- Signet [Elite]

For 8-13 seconds, you are undetectable by radar and can only be targeted manually*.

*Auto-targeting through 'Next Target' (usually Tab), 'Target Closest' or 'Previous Target' will not work. Can only be targeted manually via mouse-click. Note that this is not invisibility per se.


Knife Mastery

- a weapon attribute similar to the sword, axe and hammer mastery of Warriors

Deep Thrust (6 adrenaline) - Knife Attack [Elite]

If this attack hits, you strike for +10-24 more damage and your target suffers Bleeding for 5-21 seconds. This attack has 20% armor penetration.


Wild Swing (5 en, next attack, 10 secs recharge) - Knife Attack

If it hits a non-moving target, this attack interrupts that target's current action and deals no damage. If it hits a moving target, then you strike for +5-17 more damage.


Assassination


Finishing Blow (9 adrenaline) - Melee Attack [Elite]

If it hits and your target is already suffering from Bleeding, you inflict Deep Wound, lowering your target's health by 20% for 8-18 seconds and strike for +12-24 damage. If the target is already suffering from Deep Wound then you strike for double damage.


Hunter's Blow (10 en, next attack, 10 secs) - Melee Attack

If this attack hits a fleeing enemy, you strike for +5-17 damage, and your target suffers from Crippled and Bleeding.


Killer Instinct (6 adrenaline) - Stance

For the next 5-10 seconds, you attack 33% faster and score critical hits. Lose all adrenaline when Killer Instinct ends. Killer instinct ends prematurely if you use a non-attack skill.


"You're mine!" (5 en, 20 sec recharge) - Shout [Elite]

For 3-7 seconds, your target is easily interrupted.


Gather Momentum (5 en, instant, 30 sec recharge) - Skill [Elite]

For the next 5-10 seconds, you gain adrenaline and energy regen while moving. The amount of adrenaline and energy you gain depends on your rank in Assassination and your movement speed.


Concealed Weapon (5 en, instant, 15 sec recharge) - Stance

For the next 5-10 seconds, the next time your attack is 'blocked'. Concealed Weapon deals 10-46 damage to your attacker and begins 'Bleeding' for 3-21 seconds.

Gadgetry


Trip Wire (15 en, 2 sec cast, 30 sec recharge) - Trap

When Trip Wire is triggered, all foes in the area are knocked-down. Trip Wire expires
after 90 seconds. While activating this skill, you are easily interrupted.


Smoke Screen (10 en, 2 sec cast, 20 sec recharge) - Trap

For 10 seconds, creatures adjacent to this location has a 50% chance of evading incoming attacks.
While activating this skill, you are easily interrupted.


Screamer (15 en, 2 sec cast, 15 sec recharge) - Preparation

For the next 12 seconds, your physical attacks deal 3-9 more damage. Screamer ends any stance
used by your target if your attacks hit.


General Skills


Dual Wield (0 en, 0 cast, 0 recharge) - Skill [Elite]

Use dual weapons. Whenever you have Dual Wield equipped, you can equip a melee weapon on your off-hand slot. (works similar to Charm Animal)


Blazing Speed (5 en, 15 seconds) - Stance

For the next 8 seconds, you move 33% faster but take double damage.

judge1121

judge1121

Lion's Arch Merchant

Join Date: Aug 2005

Outlaws Of Ascalon

Mo/

Nice ideas and i hope they take them. but maybe they should make instead of shouts... whispers

Mesmerized

Mesmerized

Frost Gate Guardian

Join Date: Jul 2005

Order of the Temple [Temp]

Mo/

Usefulness for PvE and PvP eh.. lets see here.. what comes in mind here would be maybe a type of Barrage skill, using Shuriken for either AoE damage or AoE conditioning.

Shuriken Fury
Elite
Casting: 2s, 5e, 30 regen (45? 60?)
Unleash a fury of shurikens upon up to 6 targets. If hit, shurikens cause poison for (9-17) and bleeding for (9-17). (Conditional times can be worked on)

But yeah thats one example I can throw together.. anyways, class time, I'll be back

jonnybegood

jonnybegood

Wilds Pathfinder

Join Date: Jul 2005

huh?

The Final Exodus[FX]

Quote:
Originally Posted by Alex Weekes
Some good ideas here, makes for interesting reading . I'd like to encourage everyone to think a little outside-the-box ... we're talking about C2 here, so that means you are not necessarily limited to existing game mechanics for suggesting ideas.

How inventive are you? Keep in mind, however, that the Assassin will be just like the existing Professions in that skills and attributes should have a use for both PvE and PvP.
I love it the way the devs are making it feel like you'r making the game(just without the chore of programing)

jonnybegood

jonnybegood

Wilds Pathfinder

Join Date: Jul 2005

huh?

The Final Exodus[FX]

Also i smell i new runner besides those wars and rangers.

BeowulfKamdas

BeowulfKamdas

Lion's Arch Merchant

Join Date: Jun 2005

none atm

W/E

i think that thinking up a new primary attribute is really going to be tough, ones that increase attack speed or movement speed would be really unbalanced in my opinion.

Weapons: Knife w/ Throwing Knives as an offhand item
Tonfar (more defensive (maybe have +x armor))

my best idea would be:

Martial Arts: for each attribute point allocated, stance duration increases by x%.

Then the assassin will be filled with cool but short duration stances so that only a primary assassin could use them effectively (or to its full potential).

Knife Mastery

Dual Weilding {E}: If you are equiped with a throwing knife offhand, for 2-7 seconds you strike twice per attack and suffer 20....10 AL penalty.


ps i made professor! /bow

judge1121

judge1121

Lion's Arch Merchant

Join Date: Aug 2005

Outlaws Of Ascalon

Mo/

well not shuriken maybe knives cause if u add shuriken then u add more weapons
Oh and for weapons knives or daggers. taking the minimal for axe and swd. 6-15 as max dmg but with a higher speed rate than swds and axes. the second weapon for dual wield would then make it 12-30.
If all else the assasin should have lower armor but the stealth should give a chance for ppl to dodge, with a certain percentage, all projectiles and all weapons, but not aoe.
and i think guildwars has done many stuff but in general so they need new stuff for assassin. so how about meditation, or rituals type of things. kind of like preparations and stances.

KelvinC

Frost Gate Guardian

Join Date: Jul 2005

ANZ

Skills:

Blink
instantly teleport beside the targetted foe or ally.
Should have short activate time and low mana

Blink strike
instantly teleport beside the targetted foe and do a instant, critical hit dealing x amount of damage

Fast initial attack (stance)
The first attack(normal attack) will hit instantly, but the next attacks will be at normal hit speed. This will be renewed after x seconds.

Strike of Sacrifice
Dealing x amount of damage, after this hit you will be weakened for x seconds

wind walk (Stance)
Your character will look highly-transparent and move n % faster. This stance ends if you attack.

Scimage (similar to War3 Blade master)
For n seconds your character will be seperated into 3 identical looking characters. 2 Will be computer controlled fakes and only one of them will be your real body. The fake character can take damage but it cannot deal damage.

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

Quote:
Originally Posted by KelvinC
Skills:

Blink
instantly teleport beside the targetted foe or ally.
Should have short activate time and low mana

Blink strike
instantly teleport beside the targetted foe and do a instant, critical hit dealing x amount of damage

Fast initial attack (stance)
The first attack(normal attack) will hit instantly, but the next attacks will be at normal hit speed. This will be renewed after x seconds.

Strike of Sacrifice
Dealing x amount of damage, after this hit you will be weakened for x seconds

wind walk (Stance)
Your character will look highly-transparent and move n % faster. This stance ends if you attack.

Scimage (similar to War3 Blade master)
For n seconds your character will be seperated into 3 identical looking characters. 2 Will be computer controlled fakes and only one of them will be your real body. The fake character can take damage but it cannot deal damage.
Lame. Sorry, but I had to say it.

You're whole list is a rip off of the Blademaster. I would hope for some more original ideas...

BeowulfKamdas

BeowulfKamdas

Lion's Arch Merchant

Join Date: Jun 2005

none atm

W/E

haha, dota fan

blinking would be cool but it would open a ton of holes in pve and be way too cool in pvp

Doooom

Doooom

Ascalonian Squire

Join Date: Sep 2005

From Light/Of Darkness

N/E

New assassin ability:

Flip out and kill people (25 energy, 45 sec recharge)
Character flips out and gets all pissed off and kills everyone on the whole screen. All allies' abilities are disabled for 5 seconds while they crap their pants because it's so freakin' cool.

*Apologies to www.realultimatepower.net*

judge1121

judge1121

Lion's Arch Merchant

Join Date: Aug 2005

Outlaws Of Ascalon

Mo/

how about a deadly skill that has a 10% to hit. like does 4 times as much dmg. also how a bout a stance or prep that gives u some where around 100% armor penetration or less. with a weak dmg like i mentioned b4 the max dmg it would do would be 17-42. or at least a skill that nulls armor or gives 100% penetrating with a critical in it kinda like a wild blow.

Mr D J

Mr D J

Permanently Unbanned

Join Date: Jun 2005

Quote:
Originally Posted by Doooom
New assassin ability:

Flip out and kill people (25 energy, 45 sec recharge)
Character flips out and gets all pissed off and kills everyone on the whole screen. All allies' abilities are disabled for 5 seconds while they crap their pants because it's so freakin' cool.

*Apologies to www.realultimatepower.net*
I love this skill ima play play assassin for sure now

Doooom

Doooom

Ascalonian Squire

Join Date: Sep 2005

From Light/Of Darkness

N/E

Adding to Flip out and kill people skill: If you're wearing ninja gear then you don't have skills disabled and person performing skill gives you fries.

And instead of a pet you get a super-hot girlfriend and when anyone sees her they pop 16 boners.

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

OK, back on track here:

What about a Disguise Ability?

In PvE, you could take the shape of the creatures you're fighting, and not be attacked.

In PvP, you could disguise yourself as another Profession to avoid being the primary target.

Disguise would end when you attacked (or, maybe not. Maybe force the enemy to figure out who's the Assassin!)

Mesmerized

Mesmerized

Frost Gate Guardian

Join Date: Jul 2005

Order of the Temple [Temp]

Mo/

Alright first off, if you're gonna be douchebags and throw random "Assassins suck BLEH!" comments in this thread, get lost, theres already probably 5 threads for this. This is for actual ideas, not "Kill everybody on screen, 5 energy," so just get lost if your gonna be a jerk. Thanks.

Anyways, I'm back, and so far I came up with ideas for two of the Assassins 4-5 attribute lines. The first is Claw and Dagger Mastery, which is similar to warrior masteries, and also works off adrenaline (i'll get to reasoning why later), and the second is a type of Shuriken Throwing Mastery, which is a kind of spinoff of bow mastery.

C&D Mastery would include some skills such as:

Swift Strike
5 Adrenaline
Attack cannot be Evaded and deals +(1-16) damage.

Arterial Slash
4 Adrenaline
If this attack hits, the opponent begins bleeding for (8-21) seconds.

Arterial Gash
7 Adrenaline
If this attack hits a bleeding foe, that foe takes +(3-8) damage and suffers a deep wound.

Backstab {E} --- reread whole post, I attribute this one to Murder in China
Lose all adrenaline
If target foe is blind, you deal 1-32 more damage. This damage is doubled if your target was below 50% health.

As you can see, they're pretty much identical to warrior swordsmanships, so there isnt much loss of balance there. Anyways.. *flips through pages* ah another idea:

Assassins Primary Attribute could hold skills such as:

Envenom
Enchantment
15e
Apply deadly poison to your weapons for (8-30) seconds. Poison lasts for (5-10) seconds.

Shadow Step
Skill
10e, 30s regen
For (8-15) seconds you run 33% faster, and your aggro bubble decreases to (95%-55%) its original size.

Dual Wield - I like the idea that it could work like Charm Animal, SO:
Passive Skill
Allows you to wield two claws or daggers, one in each hand, at the cost of lowering each claws damage to only (50-65%) of actual damage.

Alright, you might ask, well pfft.. dual wielding would be overpowered! Well, here's my thoughts on it:

First off, "at the cost of lowering each claws damage to only (50-62%) of actual damage." Dual wielding with base stats in the assassins primary would lower each weapons damage to half. So say we have two 15-22 claws, it would be 7-11 damage, but per hand, which would then average the damage out back to what would be 15-22. You might say, but what about absorb and -damage? Thats where the points into the primary come to play. At level 12, the weapons damage would only decrease to 62% of its max damage, therefore helping to combat the -damage and absorptions.

Next, I went over some pros and cons of dual wielding.

Pros: Double adrenaline, double vampiric/zealous, and maybe possible availability for a chance to successfully block an attack with a dagger or claw parry.

Cons: Double empathy, double spiteful spirit, and whatnot.

Anyways, again, thats what I have for now. You might be saying how double empathy could be suicide.. but think ahead.. the assassin could possibly have a hex removal, or team it with a mesmer for hex breaker.

Meh oh I forgot to include the Throwing Mastery, I think I posted it earlier, but it was a Barrage type skill that threw shuriken at multiple targets, causing bleeding and poison. It was an Elite, "Shuriken Fury" I think, but the name is ehhh.

Doooom

Doooom

Ascalonian Squire

Join Date: Sep 2005

From Light/Of Darkness

N/E

Good lord. I'm sorry for having a sense of humor. I wasn't flaming against the assassin class, it'll be great. I just think it's funny that everyone wants assassin to mean ninja, and was saying something I (and apparently at least one other person) found humorous. I'll know better than to try to break the monotony with something remotely entertaining.

Volarian

Krytan Explorer

Join Date: May 2005

Texas

NOT-Nomads Of Turmoil

So far of what I've read - posts 1-25, I see many experience RPG'ers ...obvious by the types of suggestions being made, but I think some are thinking too much in-game versus the class itself:

Armour - wouldn't be anything more stout than a Monk's (light & durable but nothing in range of a Wars). Assassins are adept at seeing and not being seen, experts in hand-to-hand combat but easily able to avoid taking damage.

Some of the weapon choices suggested are good - Crossbow, Daggers, Claws/Knuckledusters etc. For the ranged weapon use rather than having Marksmanship - replace it with Accuracy or Focus and it would apply to both the Assassins ranged and melee. It would increase dmg + arm pent the higher you pump it up. Assassins don't miss so this ATT would help in dmg dealing or possibly increasing the probability of a critical hit<--since that is what they're meant to do.
Now on to the stealth option - true this class is especially known for seeing and not being seen as they prepare to pounce, but this is usually a single target feature of the Assassin (I mean they don't creep up on mobs now do they?). To represent this we have the Avoid ATT which helps make up some of the AL deficencies by giving them skills (whirling def'esque) to minimize dmg or avoid it altogether. (deflectionlayer has a chance to reduce dmg from single attack by 50%-90% by deftly sidestepping the oncoming foe...err something like that)
We dont' want to make this a melee-ranger class but again lets face it, Assassins also use potions or substances to poision, dope or flat out kill their targets. Along this line they are also experts at spotting traps (this may not be super useful in-game despite different mobs using traps/spirits) but might be represented by allowing the assassin a high percentage chance at disassembling traps/spirits quickly.

There are sooo many directions we could take with this class - speed, hand to hand, martial arts of a sort(but don't think that really applies to this world/time), blow-gun, garrotte (but that's more for 1-1 and meant for a quick death scenario..with no sound :-)), scaling walls, concealment.....and on n on.

That's just my 2cents and I'll now get back to reading others ideas!! Can't wait!!!!!!!!!!

Mesmerized

Mesmerized

Frost Gate Guardian

Join Date: Jul 2005

Order of the Temple [Temp]

Mo/

Meh, I overreacted, I admit that I laughed when I saw a post about a Clown class, so I apologize to you Doooom.

ANYWAYS,

I was wondering also about some 'unique' armors for an assassin, like the knockdown gloves or death boots. I had an idea for boots that increase speed 5% fulltime, or increase crit chance 5% for gloves.

Also, two more skills:
Mark of the Assassin (sketchy name)
Shout
10e, 30 recycle
Target for is marked as the Assassin's primary target, and is dazed for (8-18) seconds.

I chose for them to be dazed, because being the assassins primary target would "intimidate them" causing them to think about their wellbeing, and not so much about casting a spell

Smoke Bomb - similar to kahonaslash's smoke screen now that i reread XD
AoE Effect
10e
A smoke bomb is thrown at target foe. All creatures in area are dazed and have a 50% chance to miss attacks for (8-18) seconds.

My implementation of the smoke bomb could be to possibly throw at casters or rangers that group together in PvE, and to try to manipulate movement in PvP, or cause a warrior to get off your tail.

Doooom

Doooom

Ascalonian Squire

Join Date: Sep 2005

From Light/Of Darkness

N/E

For Mark of the Assassin, I think it might make more sense for them to miss more often due to nervousness. But that's just me.