Ideas for the New Assassin Profession

Aeon_Xin

Banned

Join Date: Nov 2005

E/Me

Quote:
Originally Posted by jesh
Think about it this way. The aggro bubble is the monsters aggro range, agreed, but think about it like this. If your bubble is reduced by even 95%, it won't make a difference for one reason. If you run through a monsters bubble, (which is still the same!), then you'll still get aggro, regardless of how small it appears on your screen. The only way to implement this would be to reduce EVERYTHING'S aggro range, which seems like a pain in the @ss.
Players don't have aggro bubbles. We can see, i know we've walked up to something been like wow, I'm going to go kill that, surpised it's not attacking me though.....Then you look up and it's outside of the aggro cylinder. Monsters are simply near sighted and hard of hearing.

What we have is a representation of how close to us a monster has to be in order to see/sense/hear us. Now, if you reduce that range partially, or increase it, the cylinder should adjust accordingly, to give a rough representation of how close you can get without alerting a monster of your presence. Suggested assassin skill's if approved could allow sneaking, possibly at a slower pace, which would ideally shrink the cylinder for that specific player.

Aggro Cylinder is also a misnomer, Think of it as Output Cylinder. You reflect light only that far, or emit sound only that far.(as far as monster Ai is concerned).

Say if you're running up, and an enemy is approaching from the left, running to the right, and passes right behind your Output Cylinder, 90% of the time He won't aggro on henchies or on you, even though, by accounts of the radar, he just ran right through the group of them. That's happened to me countless times, so many as to be the ultimate majority.

That leads me to believe that no AI has an actual aggro range, anything stepping X close(aside from us) gets attacked. And for us, it's defined by the Circle on our mini-map. Those occurances where you find monsters fighting, or NPC's fighing monsters, I believe that's all staged triggers 90% of the time.

Though there are the NPC's on occasion you have to rush to defend to aquire quests because sometimes, they are dead before you get there.

We'll only know for sure if some Dev offers expert input on how the Cylinder(formerly referred to as "bubble") is used, in laymans terms of course.

From what I've seen, monsters may aggro on eachother through accident, or it's staged, or it's a glitch. I could be wrong, I was ....once, but I believe your post is faulty for the reasons explained above, and if it's not, that the game needs some major re-working to become more flexible for future classes and skills.


To Phades for the above post.

I can't recall at the moment what you posted before, and at the moment I am unwilling to read the thread backwards. Eh.

I haven't played with a spell that causes exhaustion, so I've got limited knowledge of it's mechanics.
I was attempting to scratch up a plain example of how to deal with it. If I unwittingly posted a mechanic that is currently used in the game, I put my foot half way in my mouth. There's always that risk of stepping out from one's experience.

In relation to that, and about the Output Cylinder, it would be nice for an actual GW dev/programmer, whatever you call them, that is knowledgable on the topic, to step in and explain the mechanics as they are, so that some of the more innovative ideas can be typed in so they're atleast within the realm of possibility as far as programming for them. Or if they would offer a vote of confidence for a type of skill/set/attribute, players could focus on those, a little bit of direction so we atleast know if we're on a good track.

Back to assassins, you could make thier one hitter skills, that people want to use adrenaline for or whatever, in the primary, so that it's not abused by other classes.

I agree that not working out the cost of using something with grand damage could throw off balance.

But with proper costs, it could be a great tool for highly organized skilled guilds to use.

An assassin uses something dangerous, that could very well get him killed with one or two hits after he's done I believe is within the realm of possibility. A properly coordinated guild could utilize it well, and a less experienced player with high hopes wanting that insta gratification would find himself sorely lacking as his corpse hits the ground time after time.
IE, The pre-patch AoE fire elementalist who played PvE all the way to lvl 20/game completion, then stepped into the PvP arena with all AoE and AoE support spells. They moved out of it? That's not fair!!!!

A team with an assassin would have to sweep up, AND guard the debilitated Assassin, or the score for The assassins kill would equalize with his own death and nothing more.

Also, A team of all assassins, would be no different than a team with all AoE fire ele's, in mass numbers and good strategy they could very well rule any given place and time, as could any class with great skilled players, even the rangers alot of people complain about being underpowered.

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Aeon_Xin
From what I've seen, monsters may aggro on eachother through accident, or it's staged, or it's a glitch. I could be wrong, I was ....once, but I believe your post is faulty for the reasons explained above, and if it's not, that the game needs some major re-working to become more flexible for future classes and skills.
There are factions, from what i can tell, between some of the monster types. You can, in some areas, lead one group of npc monsters to a different group and watch them kill each other. Minotaurs in the desert hate the salivating cactus, while some worms hate all creatures. There is definatly a dynamic to the npc target selection for hate, but it does largely revolve around what is closest to them. There are definatly traits set in place for behavior, but i cant think of all of them, or probably taken note when some of them occured at this time.

Symeon

Symeon

Forge Runner

Join Date: Jul 2005

Quote:
Originally Posted by actionjack
Hi, I am new here.. first time poster... hello all.

I will paste my old Assassin Concept Class that I had before here as well...

---------------------------------------------------------------
Class name: Assassin
Favored Weapons: Daggers that is faster than sword, but weaker in damage. Throwing Weapons with comparable stat range to that of bow (see more detail in the Notes)
Energy: 25 with basic armors; 3 Regen pips.
Armor: The max AL should be around 60-70 range.
Premise: Assassin does what assassin do, which is to assassinate their prime targets. While weaker in normal attack and armor, they are able to use their skills to dump massive spike attack to a foe, however doing so will often leave them defensiveness. Also have some skills for sneaking and dodging. With throwing weapons, they are able to cover a wider range, and have several other skills that can be combo with other. However, they also have to be played with a bit of luck.
Look: Assassin’s outfit range from one of an Arabian style look, to tight leather jerkin and pants look, to a cloth more eastern style ninja armor. Often sports a mask or hood.
Attributes:
Shadow Art (primary):
Increase the efficiency of Shadow Art Skills. Also can hide equipped weapon until attacking.
Dagger Mastery:
Increase the efficiency of Dagger Skills and use of a Dagger Weapon.
Precisions Strike:
Increase the efficiency of Precision Strike skills.
Throwing Mastery:
Increase the efficiency of Dagger Skills and use of a Dagger Weapon.
Duel Wield (Possible replacing attribute):
Increase the efficiency of Duel Wield Skills and use wielding duel weapons.
(Duel Wield "could" be included with Assassin, but don't have to be. It can be added to another class such as Samurai or Fencer. I did wrote a more extended description on how it might work, but won't post it here)

Notes:

Stalk Chance: Stalk chance is an additional game mechanic to make Assassin play differently, and also as a drawback. Stalk refers to the action where the Assassin is observing his foe’s movement and look for the weak spot in their defense, waiting for the right opportunity to strike in. This means a skill that has stalk chance will usually shown in dark color, where if you use it in that state, you will have (50%-33%) chance of failur. You will have to wait for the chance where it will become enable. Per every second while engaged, there will be a chance (estimated to be around 33%) that that skill will become bright color (will stat that way for 1 or 2 second, before it goes to chance roll again). At this time, that skill will not fail to use (unless you miss or got block or they evade). This make it so that the player will have to pay full attention to their skill bar, waiting for its skill to come in use, and the thrill that comes with it.

Throwing Weapon: A new weapon type. You don’t lost them or need to pick them up when thrown. Beside the usual damage stats, there are two more number that goes with it, “pack” and “reloading time” Pack is how many you can throw before it run out, reloading is how long till it return to your hand. So say you have a Throwing knife with pack of 4 and reloading of 6 seconds, and attack speed of 1 per throw. You would throw 4 of them in 4 seconds before running out, and you would need to wait 2 more seconds before the first one returns to you so that you can attack again. Thus a throwing weapon that has more pack and less reloading is better. Also have the attack range of that of a short bow.

Skill Examples:

-Shadow Art- Skills that lure and confuse you foe. Also have basic stealth type for sneaking around those who are not looking.

Shadow Clone:
For the next 8+ seconds, two clones appear next to you. The clones look exactly like you, copy your movement, can be targeted by opponents, cannot use skill or attack, and have health of one point.
Energy Cost: 15
Recharge time: 30 seconds.
Casting time: 2 second.
Linked Attribute: Shadow Art.

Duplicate Clone:
For the next 5+ seconds, one clone appears next to you. The clones look darker, copy your movement and attack at your target, has half of your attack power, can be targeted by opponents, and have health of one.
Energy Cost: 15
Recharge time: 30 seconds.
Casting time: 2 second.
Linked Attribute: Shadow Technique.

Shadow Melt:
For the next 8+ seconds, you will become dark puddle of shadow on the ground. While in this mode, you can move at half of your normal movement speed, become less visible and thus harder to be target by opponent, cannot be damage by physical attack. You cannot attack while in this mode. This skill end when you use a skill and easily interrupted when casting.
Energy Cost: 15
Recharge time: 60 seconds.
Casting time: 3 second.

Shadow Slip:
For the next 8+ seconds, you become a standing shadow. Your name can be selected by foe, but cannot be target by their attack of spell. This skill end when you move, use a skill, or attack.
Energy Cost: 15
Recharge time: 60 seconds.
Casting time: 3 second.


Shadow Walk:
For the next 8+ seconds, you become a half transparent shadow. In this mode you become less visible and increase 50%+ dodge rate. You can still be targeted and damage by attacks. This skill end when you use a skill or receive any damage.
Energy Cost: 15
Recharge time: 40 seconds.
Casting time: 2 second.

Smoke Bomb:
Covers the area around you with smoke for the duration of 4+ seconds. Anyone inside this area will decrease in accuracy and increase in dodge by 50%. Also the smoke can visually block opponent from seeing what action you are taking inside the smoke.
Energy Cost: 10
Recharge time: 30 seconds.
Casting time: 1 second.

Shadow Jump:
Within a mid range, you are teleported next to your target for 5+ seconds. After the duration you are teleported back to your original place.
Energy Cost: 20
Recharge time: 60 seconds.
Casting time: 2 second.

Wood Displacement Technique:
For the next 3+ seconds, any attack or skill use against you will be missed and hits a log dummy instead. It will also send you few steps back. This skill ends if you attack or use a skill.
Energy Cost: 10
Recharge time: 30 seconds.
Casting time: Next attack.

-Dagger Mastery- Skills that enhance your use of daggers, allowing you to deal more damage or conditions to your target foe. Most of Dagger skills also involve the Stalking system.

Backstab:
This attack will deal 10+ extra damage if attack from the back.
Energy Cost: 5
Recharge time: 6 seconds.
Casting time: Next Attack. (Stalk)

Cloaked Dagger:
This attack cannot be dodge, block, parry, or counter and deals 10+ extra damages.
Energy Cost: 5
Recharge time: 10 seconds.
Casting time: 2 Seconds. (Stalk)


Throat Slash:
If this attack hit, will cause 4+ extra damage and Bleed for 4+ seconds
Energy Cost: 10
Recharge time: 10 seconds.
Casting time: Next Attack. (Stalk)

Eyeball Stab:
If this attack hit, will cause 4+ extra damages and Blindness for 3+ seconds
Energy Cost: 10
Recharge time: 10 seconds.
Casting time: Next Attack. (Stalk)

Triple Stab:
Will attack in quick succession with a dagger for 3 times.
Energy Cost: 5
Recharge time: 15 seconds.
Casting time: Next Attack. (Stalk)

Flying Dagger:
Attack the target from range, dealing 25%+ armor penetration. For the next 5 seconds, you cannot use your equipped dagger.
Energy Cost: 10
Recharge time: 10 seconds.
Casting time: Next Attack. (Stalk)

Knife Slip:
If this attack hit, will have 50%+ armor penetration.
Energy Cost: 5
Recharge time: 10 seconds.
Casting time: Next Attack. (Stalk)

Poison Dagger:
If this attack hit, will cause Poison on foe for 5+ seconds.
Energy Cost: 5
Recharge time: 10 seconds.
Casting time: Next Attack. (Stalk)

Acid Dagger:
If this attack hit, will reduce target’s armor rating for 20%+ for 5+ seconds.
Energy Cost: 10
Recharge time: 10 seconds.
Casting time: Next Attack. (Stalk)

Cursed Strike:
If this attack hit, will reduce target’s energy regen by 3 arrow, as a Hex.
Energy Cost: 10
Recharge time: 10 seconds.
Casting time: Next Attack. (Stalk)

Spell Seeker:
Deals no damage. If target is casting a spell, it will disrupt that spell and made target unable to use any spell skill for 3 seconds.
Energy Cost: 10
Recharge time: 10 seconds.
Casting time: Next Attack. (Stalk)

Quick Strike:
For the next 8+ seconds, increase the attack speed. This skill end when use another skill.
Energy Cost: 10
Recharge time: 45 seconds.
Casting time: 2 Seconds.


-Precision Strike- Skills that allow you to have more accurate strikes against your foe, dealing more damage and kill them quickly. Also have several stance that help enhance stalk chance. Can work with all physical weapons (melee, bow, or throwing)

Read Moves:
For the next 8+ seconds, increase % accuracy of stalk chance.
Energy Cost: 10
Recharge time: 30 seconds.
Casting time: 2 Seconds.

Perfect Stalk:
Will have 100% stalk chance accuracy on the next attack skills.
Energy Cost: 10
Recharge time: 20 seconds.
Casting time: 2 Seconds.

Weak Point:
For the next 8+ seconds, your attack has 10%+ armor penetration.
Energy Cost: 15
Recharge time: 45 seconds.
Casting time: 2 Seconds.

Head Strike:
Attack head, dealing 4+extra damage. 25% of causing daze.
Energy Cost: 5
Recharge time: 15 seconds. (stalk)
Casting time: Next Attack.
(work even better when you have some other ways of lowering their armor on the head, like thief’s Steal Helmet Skill)

Body Strike:
Attack head, dealing 4+extra damage. 25% of causing deep wound.
Energy Cost: 5
Recharge time: 15 seconds. (stalk)
Casting time: Next Attack.

Death Strike:
Deal 1-32 more damage. This damage is double if you target is above 50% health.
Energy Cost: 20 (exhaustion)
Recharge time: 30 seconds. (stalk)
Casting time: Next Attack.

Defenseless Strike:
Deal 1-48 more damage. Your AL is decrease by 10-10 for the next 5 second.
Energy Cost: 15
Recharge time: 10 seconds. (stalk)
Casting time: Next Attack.

Open Wound:
If hit a target with deep wound, will remove that condition but deals a damage equal to 25% of their health.
Energy Cost: 5
Recharge time: 10 seconds. (stalk)
Casting time: Next Attack.

-Throwing Weapon Master- Skills that enhance your use of Throwing type weapons.

Triple Throw:
Throw 3 of your equipped throwing weapon at your foe at once.
Energy Cost: 5
Recharge time: 10 seconds.
Casting time: Next Attack.

Exploding Rune:
Your next throwing weapon attack will deal 10+ more fire damage to all near by foe.
Energy Cost: 5
Recharge time: 10 seconds.
Casting time: Next Attack.

Hidden Blade:
For the next 8+ seconds, your throwing weapon will become invisible and deal 1+ more damage. Your opponent will not able to see it.
Energy Cost: 10
Recharge time: 20 seconds.
Casting time: 1 second.

Power Throw:
Your next throwing weapon attack will deal 15+ more damage.
Energy Cost: 10
Recharge time: 10 seconds.
Casting time: Next Attack.

Shadow Throwing Weapon Double:
For the next 8+ seconds, the pack of your throwing weapon will increase double.
Energy Cost: 15
Recharge time: 30 seconds.
Casting time: 1 second.

Returning Throw:
Return all the thrown throwing weapon back to you.
Energy Cost: 15
Recharge time: 30 seconds.
Casting time: 1 second.

Balancing Issues: With Stalk, Assassin will be played differently from that of Warrior. They should have more damage output, but also with a higher risk since they have lower armor and their stalk skills are chance based. However, a War/Assi and visa versa is also a good combinations, depend on your build. Also this was work with other light armor/melee concept class in mind, such as Martial Artist, Thief, and Rogue. While they seem similar, there are still a good differences between them.
Wow. Read it all and I'm ultra-happy

On a side note: Guys, we are posting hundreds of ideas but don't seem to be commenting much on each other. So comment on people's posts, and so we can try to make a more developed idea that we all agree on.

Aeon_Xin

Banned

Join Date: Nov 2005

E/Me

Quote:
Originally Posted by Phades
There are factions, from what i can tell, between some of the monster types. You can, in some areas, lead one group of npc monsters to a different group and watch them kill each other. Minotaurs in the desert hate the salivating cactus, while some worms hate all creatures. There is definatly a dynamic to the npc target selection for hate, but it does largely revolve around what is closest to them. There are definatly traits set in place for behavior, but i cant think of all of them, or probably taken note when some of them occured at this time.
I'm only to ToA, and I've seen little to none that didn't appear to be a simple trigger, but I'm glad to hear that it's out there, it could certainly be more evident early on though.
I stated I was unsure of relations between monster and monster, since Henchies really do not represent the AI of the things that want to kill me, aside from henchies being a cause of my death quite often.

My "aggro bubble" theory still stands for the most part, as I noted at the bottom, It doesn't make sense(the way others described it), and if it really is that way, it needs fixin' something fierce.

I did edit a post above in a reply to your post, eh, we're replying while the other is replying, and making a bit of a cluster F here....

Quote:
Originally Posted by King Symeon
Wow. Read it all and I'm ultra-happy

On a side note: Guys, we are posting hundreds of ideas but don't seem to be commenting much on each other. So comment on people's posts, and so we can try to make a more developed idea that we all agree on.
I'm doing a good deal of "commenting".
I just hope people don't get the wrong idea and get defensive. I'm not attempting to incite a riot.
I just want the *important readers(read:dev) to see that there is protest against this or that theory, and state reasons why. I've gotten over the fact that people want to be heard, even if it's the same ideas(my only real annoyance) weather it's from the game or from other posts.

I think part of the problem, is the huge posts of the entire class, it intimidates people, and looks as if you're saying "I Made this assassin, and I won't support any other way". That's the way I read it, even if there's the obligatory "I accept any further ideas".
Eh, I'm highly opinionated.

I think a better route would have been accomplished in stages, instead of everything lumped together.
Put up a Suggestion for persona of an Assassin.
Does he use magic, or is it real life means of accomplishing the same effect
should he have access to adrenaline or stances.
And a few other Ideas, and then maybe poll all of that.

Then move onto Attributes, with a few example skills, so that the people, had an idea of what above traits all the other people would approve on, and could base names and skill mechanics on that.
And then have a thread for each attribute, to include defining Primary attributes passive type skill(one hitting, invisibility, %dodge attacks whatever the case) and for all skills.

Eh, you get the idea.

Aeon_Xin

Banned

Join Date: Nov 2005

E/Me

Yes it's a double post(2 in a row), but I would like to attempt to get the thread back on topic.
The purpose of this post is to adress some of the major issues, and bring the late comers up to date a little.

Assassins.

3 Views as to what an assassin should be over all.
Magic using, and non Magic using(possible benifit of non magic using is a natural partial immunity to some magics, weather illusionary or elemental was not discussed)
Ninja type, to include weaponry.

Under debate is use of adrenaline, stances, and weapon specific attributes, the viability of programming for invisibility/cloaking/sneaking.

Other than the above, these general Ideas have been posted:

Off hand discussion.
Dual wielding - to include, one hand a melee, one hand ranged, or two of either.
Someone mentinoed that they not get an offhand that improves energy as per the rangers.(aside from a Secondary class's equipment)

Attributes:
Dagger specialty(and/or light swords- rapier scimitar, generally excepted weapons that require skill and not brute strength)
Distraction and stealthing(magical or non magical is moot, the effects can be rendered either way)
Powders(many different types with different effects)
Ranged weaponry( to include crossbows, throwing spikes, and assorted ninja weaponry.)
Uber damage, at an extreme cost(discussion as an alternate to adrenaline, as as to balance, in progress)
Invisibility/stealth/cloaking(all ranges from reduced presence to completely undetectable, feasibility of programming it[and balancing it] has contention on both sides of the fence)
Damage avoidance/Speed gains(to include the ability to "buff" another's speed, just how much of a boost is under argument also)

Gear:
Armor- not highly duscussed, some suggested an added chance to dodge, generally accepted it should be light, not really a hot topic
Weaponry is mainly noted above, not all that hot of a topic either.

General:
Stats, it's stated that HP is decreased, as it's also stated that energy is lower than the norm, even that energy recovery has less than 4 pips(can't remember the #) But both are not referenced in the same post.

I believe that sums it up. Feel free to add below. There have been alot of skills such as backstab listed, and the redundancy of things like that, and skills that are basic skills already used in game but renamed, are a personal annoyance to me, and possibility to some other readers.

I just couldn't get away with a completely neutral post.......

Also, I think on page one there was a Dev posted about thinking outside the box, as it's an expansion, means totally new mechanics could be added.
Also means, that this thread, atleast then, was being read by *important people. Which should encourage good behavior, while heated discussion isn't all bad, actual flames or sparks are .

If you feel you have original content idea's, I personally request that you search the thread and read applicable. I am in no way speaking for Mods, Forum, or any GM/Dev/programmer, though at times I feel like someone reading might think so. I just love this community(read: I'm just a forum junkie). If you want to further a discussion, please make references to the original poster, or use quotes, or just make a note of it and give a brief description of what you're talking about.
These are all pleas, and are not to be taken as If I'm teaching politness 101 with an iron fist.

Symeon

Symeon

Forge Runner

Join Date: Jul 2005

I agree the assassin should have some kind of half-magic abilites, otherwise he would be a bit boring...

Bale_Shadowscar

Bale_Shadowscar

Wilds Pathfinder

Join Date: Sep 2005

Manchester, England

New Dragons [NDR]

The Magic idea... I don't really think that assassins should be able to utilise magic directly (In damage dealing spells/mesmer-style spells) as I think that they will probably bring out a new spellcaster profession as well, but perhaps the assassins 'teleport' abilities (as hinted at in the story) could be magic based.


Can I ask people to comment on my 'Hunted' condition idea? I think its pretty good, as it fits in with the idea of the assassin going after one particular enemy.

HUNTED: Target who is "hunted" takes 10% extra damage from all sources. Only one target may be 'hunted' at once.

Perhaps we could expand on that idea and have a soul reaping style effect that means when the assassin kills it's 'hunted' target, it regains some energy/hp.


Also, another idea I think is pretty good: A skill that, if it kills a target, makes their corspe unuseable.

Also I think the idea that Aeon Xin posted about having a stance perhaps, that decreases your AL, but increases your damage output is pretty cool. It could tie in with the 'hunted' idea, as a 'last effort' move to kill the hunted target and get HP back etc.

Aeon_Xin

Banned

Join Date: Nov 2005

E/Me

Quote:
Originally Posted by King Symeon
I agree the assassin should have some kind of half-magic abilites, otherwise he would be a bit boring...
There are very few skills that you couldn't explain with non-magical means.

Even, shadow clone(mentioned above), for example. You could Call it Double vision, and have it be a hallucinatory effect from a thrownpoison/powder/blowgun dart.
So many skills could be related to hallucination

Teleportation could just be Inhuman Speed

Invisibility, the one skill I think would be a must have, would be the hardest I could explain at the moment, but I did just wake up.

Healing could be some drug or herb that acts like PCP, but it would have to be called something public friendly, not PCP or heroin, though you get the point.
Kind of like a rangers troll unguent. Really fits in I think. 100% skill and intelligence, as far as story, goes. It wouldn't change how they're used in PvP or in PvE. The point I'm making Is more asthetic than strategic.

Xue Yi Liang

Xue Yi Liang

Jungle Guide

Join Date: May 2005

Northern CA

Outlaws of the Water Margin

Mo/Me

Here are some of my ideas posted earlier - revised and collected with some additions.

Just as monks are the bane of necromancers (e.g. Scourge Sacrifice) - the Assassin is the bane of Warriors. They will have skills that reflect this - such as disarm/blinding attacks, etc. Staves and blunt assassin weapons may have interrupt and disarming bonuses while blades and assassin hooks can have bleeding or hamstring bonuses.

One of the assassin's weapons is a staff. This means a Monk/Assassin can use a monk's staff as an effective melee weapon, too (disarm skills, interrupting attacks)... or maybe Assassins are versatile enough so that, in addition to Assassin weapons, they can use certain caster weapons (rods, cesta etc.) as well as swords, axes and hammers for melee attacks.

If an assassin deals the "killing blow" on an enemy there is an increased probability that the resulting drop will be theirs. The improved odds are a function of the Assassin's primary(?) attribute.

The assassin's natural vulnerability may be against the undead (which makes sense if you think about it) since most of their skills (eg. deception skills, bleeding conditions. poisons etc. ) are most effective against the living.

Some skills:

Nerve Strike: breaks the target warrior's stance and resets adrenalin to zero.

Trip: Attack. Essentially a knockdown attack but doesn't do the damage of a hammer attack.

Mute: temporarily disables targeted foe's "Shouts." (*cough* IWAY *cough*)

Cone of Silence: like Mute but works over an area.

Deafness: (new condition) target foe gets a defense penalty against attacks from sides and behind.

Climb/Rappel: allows the Assassin to climb up some areas too steep to walk (e.g. as a shortcut to circumvent some of the long winding paths on mountain faces, or as a way to climb walls without having to get through the main gates.)

Perhaps an Assassin can stay attached to a wall (a la Spiderman) (for a limited duration?) and initiate attacks from there where he is temporarily safe from melee. Maybe, if he/she were to take enough damage (from ranged attacks or spells) there is a risk of "fall" injury.
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Multiply : creates a complete illusion duplicate of yourself (without health or abilities).
In PvP an opponent who is in the habit of just "targeting and attacking" the nearest person would probably end up wasting his first attack on the illusion. The illusion looks exactly like the caster and moves like him/her but doesn't absorb or inflict damage. In fact, one can walk right through it. It's just there to confound the enemy's ability to target.
In PvE - the enemy's attacks are divided.
Perhaps higher levels can grant more than one illusion.

Malicious Doppleganger: Caster temporarily becomes a carbon-copy of the targeted foe with same effective weapons, armor (which can't be un-equipped) and skillbar. Health and energy, however, aren't changed. This skill has a pretty significant initial energy cost and costs 1pip of energy to maintain. As long as it is maintained - the skillbar is replaced with the enemy's skillbar (so the caster "loses" their other skills as long as the enchantment is maintained). This can be used on monsters and other non-humans (bosses?).

For example, this skill can be used in PvP to become a monk (using the opponent's monk as a template) if more healing is needed or become a mesmer, or warrior as the situation requires.

The caster could benefit from energy support and buffering from teammates to maintain the enchantment.

Benevolent Doppleganger: like Malicious Doppleganger but targets an ally instead.
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Immunity: temporary immunity to poison/disease conditions

Willpower: temporary immunity to dazed/weakness conditions

Defer Injury: Enchantment. For x seconds, the caster is immune to any spike damage. When the enchantment ends the caster receives the cumulative damage + n% all at once.

Death Sleep: Enchantment. For x seconds, if the Assassin's health falls below 25%(?) of maximum health, the Assassin will lapse into a coma simulating death for x# seconds. After that time passes the Assassin will instantly "ressurect" with 50%(?) health and 50%(?) energy and losing any conditions, hexes or enchantments. No death penalty is incurred for a Death Sleep.

--------

Affliction: This is a class of skills exclusive to the Assassin profession. As such, an affliction cannot be removed by Condition Removals or Hex Removals. Afflictions generally don't cause direct damage and target only one(?) person. (For purposes of game balance consider applying some penalty to the caster of an affliction). Only one affliction can be in effect at a time per caster. Casting an affliction will cause any existing affliction to end. This concept stems from the Assassin's preference for single targets. For example:

Deathmark: Affliction. As long as Deathmark is in effect the target foe takes n% additional damage from any attacks made by the caster. As long as Deathmark is in effect the caster has a penalty (decreased Armor? increased damage?) for attacks from all enemies except the target.

Deathpact: Affliction. Both caster and target foe suffer from n# pips of health degeneration.

Unis

Unis

Pre-Searing Cadet

Join Date: Nov 2005

Hampshire

Soulfire Shadows

W/

jumping!!! why cant characters jump in Gw!! lol

Al

Aeon_Xin

Banned

Join Date: Nov 2005

E/Me

Impressively innovative and out of the box.
Aside from the delievery mavic vs explainable, I liked the content, some of the things such as resetting a warriors adrenaline to zero, that's brilliant. Someone that fast and quick would obviously give even the most brutish and dumb warriors shrinkage.

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

OO I just came up with another Idea.

Spell Reflect
Recharge: 30
Energy: 10
The Next spell that is Cast on you fails and all effects of the spell go to the Caster.

The Idea of is that the assassin uses his weapon and slashs at the spell driving back where it came from. Good because you can reflect spell that the caster thinks is SO good (like Life Transfer) and turn it on him/her. Disadvantage would be the fact that it reflects ALL spells inculting postive spells like heal breeze and that fact this is a one time thing.

I also think the assassin should be good at killing IWAY and minion master groups.

Leader: "O crap IWAY how are we going to defeat them?"

Assassin "Don't worry I'll take care of it Warriors and Nercos don't have anti-cloak spells "

IWAY Blood Nerco:" Ok were just going to hope these guys are noobs o..aaaa....(dies)"

IWAY Warriors "O its a Assassin get him get him.....where'd he go?"

Assassin "kekekekekeke Slashs Death Nerco"

IWAY Warrior "O ya we have sigs"

Assassin keeps Killing Nercos and then kills IWAY WArriors. .

But a Balanced group could bring an Anti-Cloak spell and totally crush the scishy Assassins.

Oryaka Drake

Frost Gate Guardian

Join Date: May 2005

Well i would like to say its nice to see that people are already trying to make this the rouge from WoW.......WAKE UP CALL IT IS NOT. This is a balanced game here, this class isnt supposed to have the ability to do over 200 damage in one shot like most people seem to want! rant off....

Personally, arena net has done a good job with adding this class as it is what most of the player base has been wanting for a while now... a low armor melee class.

Skill sets should be as follows...

Main attribute either Stealth or Finess<---- most likely will be something like finess.
Other attributes should most likely include....

Throwing weapons(most likely throwing stars and throwing knives)
Dagger Mastery(would include small weapons, or light weight swords)
Shadow Disciplines

dual wielding might be a possibility, but i believe that the picture might have just simply been a concept.

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

Quote:
Originally Posted by Bale_Shadowscar
Can I ask people to comment on my 'Hunted' condition idea? I think its pretty good, as it fits in with the idea of the assassin going after one particular enemy.

Sounds good to me.



Quote:
Originally Posted by Bale_Shadowscar
Also, another idea I think is pretty good: A skill that, if it kills a target, makes their corspe unuseable.

It's called Malign Intervention.


Quote:
Originally Posted by Aeon_Xin
Invisibility, the one skill I think would be a must have, would be the hardest I could explain at the moment, but I did just wake up.
In a certain series of books that I read, there were the Unseen, a secret sect of elven assassins who used magically woven robes to blend in with their surroundings. The cloth they wore would blend in with the surrounding textures and light, rendering them nearly invisible once they mastered the art of moving smoothly and slowly.

There's one for you.



Quote:
Originally Posted by Oryaka Drake
Well i would like to say its nice to see that people are already trying to make this the rouge from WoW.......WAKE UP CALL IT IS NOT. This is a balanced game here, this class isnt supposed to have the ability to do over 200 damage in one shot like most people seem to want! rant off....

You realize warriors can already do this?

Bale_Shadowscar

Bale_Shadowscar

Wilds Pathfinder

Join Date: Sep 2005

Manchester, England

New Dragons [NDR]

I like the idea of resetting a warrior's adrenaline, and also the 'Immunity' ideas. Not sure about the whole "if attacked from behind" ideas though, as I think it owuld be pretty hard to make it work correctly, and sometimes characters face the wrong way.

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Xue Yi Liang
Nerve Strike: breaks the target warrior's stance and resets adrenalin to zero.
Wild blow with a twist, i think its interesting. Now if only there was a way to cause the damage increase from frenzy to stay, but have the attack speed go away.
Quote:
Originally Posted by Xue Yi Liang
Trip: Attack. Essentially a knockdown attack but doesn't do the damage of a hammer attack.
Not really different, but a few different classes have knockdown effects, but adding one more shouldnt be an issue.
Quote:
Originally Posted by Xue Yi Liang
Mute: temporarily disables targeted foe's "Shouts." (*cough* IWAY *cough*)

Cone of Silence: like Mute but works over an area.
I like, even though it makes for a possibly overspecialized skill(s). The sig of humility for shouts.

Quote:
Originally Posted by Xue Yi Liang
Deafness: (new condition) target foe gets a defense penalty against attacks from sides and behind.
Duno about this, i mean people can just press the key to do a 180 turn constantly.

Quote:
Originally Posted by Xue Yi Liang
Immunity: temporary immunity to poison/disease conditions

Willpower: temporary immunity to dazed/weakness conditions
Playing through the game for the first time, i ended up hoping that warriors would have something to this effect. I was kinda disapointed.

Quote:
Originally Posted by Xue Yi Liang
Defer Injury: Enchantment. For x seconds, the caster is immune to any spike damage. When the enchantment ends the caster receives the cumulative damage + n% all at once.
This would get abused with divine intervention.

Quote:
Originally Posted by Xue Yi Liang
Death Sleep: Enchantment. For x seconds, if the Assassin's health falls below 25%(?) of maximum health, the Assassin will lapse into a coma simulating death for x# seconds. After that time passes the Assassin will instantly "ressurect" with 50%(?) health and 50%(?) energy and losing any conditions, hexes or enchantments. No death penalty is incurred for a Death Sleep.
This is not a bad idea, but it seems more like a necro skill to me.

*edit:
Bah, well its Xue's fault so i thought up a couple more for the deception line in my earlier post. Thought is that the assasin is causing some kind of emotional reaction through information given in the heat of the moment. Ill be copying this back into the previous post i made.
Inspire recklessness-(hex spell/shout?) 10e 1s 15s
While under the effect of a stance, target player receieves -20 armor level. Target player's stances last (50...100%) longer for (5...15s).

Inspire caution-(hex spell/shout?) 10e 1s 15s
While under the effect of a stance, target player's attack and move speed is reduced by 25%, but armor level is raised by +20. Target player's stances last (50...100%) longer for (5...15s).

Inspire weariness-(hex spell/shout?) 10e 1s 15s
The next stance used by target player is disabled for (10...30s). While a stance is active, target player gains no adrenalin. Target player's stances last (50...100%) longer for (5...15s).

Aeon_Xin

Banned

Join Date: Nov 2005

E/Me

Quote:
Originally Posted by Oryaka Drake
Well i would like to say its nice to see that people are already trying to make this the rouge from WoW.......WAKE UP CALL IT IS NOT. This is a balanced game here, this class isnt supposed to have the ability to do over 200 damage in one shot like most people seem to want! rant off....

Personally, arena net has done a good job with adding this class as it is what most of the player base has been wanting for a while now... a low armor melee class.
Balance. Good point, and most of the people that suggest high damage skills also suggest a balancing factor. Something to equalize.

If ANet wanted PURE balance, they'd have made ONE class, with One skill. And they wouldn't be asking for fan input.

My ele can hit certain monsters for over 200 for petes sake, at level 16.

Who are you to say what this game is and isn't "supposed to have"? Do you hold creative rights? Is the game you're intellictual property?

They told us to think outside the box and we are.

If it was simply a matter of players wanting a melee with lower armor class, well, don't buy good warrior armor...?

And, as far as that statement goes, how you personally approve of the adding of assassin, who the F* cares? You typed that like someone was saying assassins were a bad choice and you're defending ANet.

We're all here posting ideas as asked by the game designers. This game is about archtypes, incase you didn't notice. Warriors, Wizards , Princes and Dragons, a certain amount of idea recycling is going to happen. WoW didn't create most of what it has, it's all borrowed from a gerenally excepted vision of a fiction known as fairytales.

Dwarves living in the mountains!?!?!???
YOU STOLE THAT FROM AD&D!!!

Rangers????
YOU STOLE THAT FROM LORD OF THE RINGS!!!

There was life before WoW, there was life before the internet. There was life before electricity for gods sake, that all "knew" what Knights, Kings, wizards, magic, and dragons were, even though many aspects of each, if not all, were fictional.

Jesus man, you are the one in need of a wake up call.


Speaking of my ele hitting high damage....and getting back on topic.

I think if an Assassin does get high damage skills, they should only be effective on fleshly beings. Not undead, or the elementals/golems, or Fog Shadows(or whatever they're called that drop shadowy remains), not a complete list, but enough to get the idea acrost.

I know it won't be similar to PvP but hell, it's already in the game for fire vs ice elementals and such. The damage I was speaking of my Ele doing was on hellhounds though, go figure. You'd think hell creature = fire resistance.

*Edit
Phades....
"Target player's stances last (50...100%) longer for (5...15s)."
Um, am I missing something?
OK, i haven't used stances, but say, they're 10seconds.
10 seconds +50% would be 15 seconds, plus an additional 5(5...15s) seconds ?


**2nd edit.
Jesh.
"magically woven robes "
Still not a real life explanation.

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Aeon_Xin
*Edit
Phades....
"Target player's stances last (50...100%) longer for (5...15s)."
Um, am I missing something?
OK, i haven't used stances, but say, they're 10seconds.
10 seconds +50% would be 15 seconds, plus an additional 5(5...15s) seconds ?
The idea was augment quantity, while the second value was duration that it would be augmented similar to the monk skill blessed aura, just not sustained. Also, it didnt say target enemy, as it could be beneficial under certain circumstances to allow for flexible play similar to the other skills that mask hexes, conditions, enchantments and other beneficial effects.

SyR1S

Ascalonian Squire

Join Date: Nov 2005

hey i have a cool idea'

Feign Death - for 20 sec you die and come back with full heath recharge 120 sec *if you are the only one left alive and you use this skill it couns as a loss*

cast time:3 sec

energy cost: 20

recharge: 120 sec

Nocens Imperceptus

Ascalonian Squire

Join Date: Nov 2005

W/Mo

Quote:
Originally Posted by Aeon_Xin
Dwarves living in the mountains!?!?!???
YOU STOLE THAT FROM AD&D!!!

Rangers????
YOU STOLE THAT FROM LORD OF THE RINGS!!!
sorry this is off topic but wtf...

The idea of dwarves has gennerally been a stout mountain person for many years, even before D&D... There have been many a book which has spoken of this idea before the consept of D&D even existed.

Rangers have been RL proffessions for many people throghout the dark ages and renessance and before... Ever heard of an archer?

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

Quote:
Originally Posted by Aeon_Xin
Teleportation could just be Inhuman Speed
Yeah, and this is just so realistic too. The point is, armor like I wrote would remove the magic from the assassin class, for those that wanted it that way.

Aeon_Xin

Banned

Join Date: Nov 2005

E/Me

Quote:
Originally Posted by Nocens Imperceptus
sorry this is off topic but wtf...

The idea of dwarves has gennerally been a stout mountain person for many years, even before D&D... There have been many a book which has spoken of this idea before the consept of D&D even existed.

Rangers have been RL proffessions for many people throghout the dark ages and renessance and before... Ever heard of an archer?
That's exactly the point I was making. Most professions and a large number of skills are called things that have been around as long as the printed word, and some as llong as the spoken word as we know it. The way some people talk around here, you'd think WoW came around at the beginning of the universe, and I illustrated further comments those people could make about other things in the game. I guess you could call it sarcasm.


Jesh,
You previously replied to my post with a supposed non magical solution, but you described a specific magic element in the answer.

As far as inhuman speed and it's realism....Take any random computer/video game geek and put him in a fight with someone who know's martial arts real well, say for them it's a "profession". Then tell me that using the term inhuman speed is NOT realistic. The only speed factor known to a majority of the readers here is WPM, and most of us would be lying on the ground with several broken bones in a blink of an eye.


Phades,
Ok, I understand after the explanation, but the skill would need reworded. Lasts 50% longer....for 5 seconds.
Something like, Condition is made 50% more effective, and lasts for 5 seconds longer.

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

Well if can get on topic and back to creating skills.

I wanted to make a few anti-Cloak/invisiblity Spells

As I stated Earlier

Light of All Seeing
Monk
Divine Favor
Energy: 10
Range: Ward Range
Recharge: 20

Spell. All Cloaks end and can not be cast for 7-14 seconds.

Xue Yi Liang

Xue Yi Liang

Jungle Guide

Join Date: May 2005

Northern CA

Outlaws of the Water Margin

Mo/Me

Adding on my concept of the Assassin.

Snares: Snares are one of several types of short-ranged entagling attacks that might affect a foe's weapon hand or legs, for example. In game terms snares work like signets in that they cost nothing to cast but have a long recharge time. They can function as a way to escape harm or to confound an attacker.

To remove the effects of a snare the target foe must "break" the snare by applying an attack against it (i.e. for an "ensnared" character the "target nearest enemy" function will target the snare.) The amount of damage a snare can take before it is broken depends on the level of the Assassin who cast it (I don't have any hard numbers but I'm thinking a typical snare could endure 1-2 attacks ... probably more if the Assassin is extremely skilled in the associated attribute).

Similarly, an ally of the target foe can also attack the snare to help their ally escape - but there is a % chance they will deal damage to both the snare and the ensnared victim.

Ensnare Arm: until the snare is broken the target foe will be unable to use the item in their primary hand. If the foe is using a two-handed item then they will lose the use of that item until the snare is broken. Though the target foe can't attack others with the item in their primary hand they can still attack the snare. Note: a target foe who is dual-weilding can still attack with their offhand weapon (I'm not sure how to translate this into game terms yet ....)

Ensnare Legs: target foe has a 50%(?) chance of suffering an instant knockdown. Also the target foe will suffer from the effects of cripple until the snare is broken. Note: Mend Condition/ Mend Ailment etc. will not work against a snare-cripple. The snare must be broken.

Barbed Snare
target foe suffers from bleeding until the snare is broken. When the snare is broken the target will suffer from a deep wound. (if this skill is too strong the developers can remove the "deep wound" part.)

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

On reading another forum, someone suggested an interesting ideas of line of Stand Breaker type of skills, which I think it would fit well. Also a teleportation type of strike that would get the last blow is very niffty too.

I would also add give them an instant-leave-behind trap type of skills to get some chaser off your back.

-------------------------------------
Thxs King Symeon for your comment. There are plenty of unblance and need of modification to my concept class. As well as many more skills to be added.

darkdragon99

darkdragon99

Banned

Join Date: Nov 2005

decatur indiana

hell's mercenaries

W/E

Quote:
Originally Posted by actionjack
I would also add give them an instant-leave-behind trap type of skills to get some chaser off your back.
that would make a runner an even biger pain in the butt in pvp we hate them already no need to make them harder to kill.

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

Quote:
Originally Posted by darkdragon99
that would make a runner an even biger pain in the butt in pvp we hate them already no need to make them harder to kill.
Hes got a point

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Xue Yi Liang
Adding on my concept of the Assassin.

Snares: Snares are one of several types of short-ranged entagling attacks that might affect a foe's weapon hand or legs, for example. In game terms snares work like signets in that they cost nothing to cast but have a long recharge time. They can function as a way to escape harm or to confound an attacker.

To remove the effects of a snare the target foe must "break" the snare by applying an attack against it (i.e. for an "ensnared" character the "target nearest enemy" function will target the snare.) The amount of damage a snare can take before it is broken depends on the level of the Assassin who cast it (I don't have any hard numbers but I'm thinking a typical snare could endure 1-2 attacks ... probably more if the Assassin is extremely skilled in the associated attribute).

Similarly, an ally of the target foe can also attack the snare to help their ally escape - but there is a % chance they will deal damage to both the snare and the ensnared victim.

Ensnare Arm: until the snare is broken the target foe will be unable to use the item in their primary hand. If the foe is using a two-handed item then they will lose the use of that item until the snare is broken. Though the target foe can't attack others with the item in their primary hand they can still attack the snare. Note: a target foe who is dual-weilding can still attack with their offhand weapon (I'm not sure how to translate this into game terms yet ....)
Dunno about cost, would probably be in the pin down/axe rake range. Duration and refresh times would be similar to pacifism. Then add the clause that the effect ends if the user loses 10-25% health to any source, instead of the target being damaged and you are probably finished. If you really wanted to keep the off hand idea, it would be a little more complex, but in the end it would just be a 50% attack speed slow for that one instance. So, an example of this would look something like this:
Ensnare Arm:-(skill) 15e 0s 15s reuse
Struck target's arm is entagled (new effect type) and may not attack for (5...10s). If target is weilding two weapons, attack speed is halved. Effect ends if user loses (10...25%) health.
Still, having an alternative method other than damage/duration is the norm for other effects and conditions to end.

Quote:
Originally Posted by Xue Yi Liang
Ensnare Legs: target foe has a 50%(?) chance of suffering an instant knockdown. Also the target foe will suffer from the effects of cripple until the snare is broken. Note: Mend Condition/ Mend Ailment etc. will not work against a snare-cripple. The snare must be broken.
This seems like something between spike trap and crippling shot. So, something along the lines of:
Ensnare Legs:-{E}(skill) 10e 1s 10s reuse
Struck target recieves an additional (10...20) damage and is knocked down 50% of the time (or 50...100%/ or 50% under X skill level). Target suffers from a leg snare (new effect type)for (5...10s) or until the user loses (10...25%) health.

Quote:
Originally Posted by Xue Yi Liang
Barbed Snare target foe suffers from bleeding until the snare is broken. When the snare is broken the target will suffer from a deep wound. (if this skill is too strong the developers can remove the "deep wound" part.)
Sounds like phantom pain combined with barbed trap. So, something along the lines of:
Barbed Snare-(skill) 15e 1s 20s reuse
Struck target recieves a leg snare (new effect type)and bleeding for (5...10s) or until the user loses (10...25%) health. When this effect ends, target suffers from a deep wound.

Quote:
Originally Posted by actionjack
I would also add give them an instant-leave-behind trap type of skills to get some chaser off your back.
Quote:
Originally Posted by darkdragon99
that would make a runner an even biger pain in the butt in pvp we hate them already no need to make them harder to kill.
This sound similar to throw dirt to me and i had a similar idea with the inventory items. As long as an illusion mesmer, ice ele, earth ele, or air ele (spam kd) still has a decent chance at controlling the target's movement, it shouldn't be a problem.

Nightwish

Krytan Explorer

Join Date: Jul 2005

Body Switch

X Energy
60-30S Recharge depending on level of attribute

When this skill is activated, you switch positions with target other ally. Any actions being performed during this switch will be canceled.

Backstab Stance

X Energy
X Recharge

In this stance, your attacks deal full critical damage when made behind the foe.

My version of stealth:

Stealth (forgive my lack of name creativity)

X Energy
X Adrenaline (this requirement allows melee combatants to able to use it more effectively and also prevents instant stealth mode at wish)

For X seconds, you are invisible on screen, but still vulnerable to being targeted.

Basically, the only advantage this skill offers is that, in the midst of battle, opponents will be too busy to notice you attacking them or whatnot. However, once they use the TAB cycle/Target Calling, they will be able to target you just like any other characters.

In pve:
Whenever you attack monsters in this mode, your will appear in their radar mode and subject to their attacks, hence, making this mode only useful in flee-ing attempts.

Bale_Shadowscar

Bale_Shadowscar

Wilds Pathfinder

Join Date: Sep 2005

Manchester, England

New Dragons [NDR]

I think the idea of teleporting to the foes location and attacking is a very good one.

How about a skill that makes you an enemy for a while? like this?

Disguise - Elite
For X seconds, you switch 'teams'. Any attacks your previous allies use hurt you, and any healing spells your previous enemies cast affect you. Your previous allies could then attack you (and you would be hurt with firestorm etc) and your enemies could not longer attack you.

It would need a lot of work to get it balanced, but I think it would be quite a cool skill.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

On the topic of stealth.... I alway feel that they sould be hard to pull off, with need for lots skills and timing. So how about when you go into a "stealth mode" (a fully invisible one), all your screen would also turn foggy black, that you can only see few feet in front of you. This makes trying to orientate and find your target harder if you cann't predict your enemies movement beforehand.

Mimi Miyagi

Mimi Miyagi

Wilds Pathfinder

Join Date: May 2005

Port Orchard, WA

The Second Foundation: [TSF]

Quote:
Originally Posted by Bale_Shadowscar
I think the idea of teleporting to the foes location and attacking is a very good one.

How about a skill that makes you an enemy for a while? like this?

Disguise - Elite
For X seconds, you switch 'teams'. Any attacks your previous allies use hurt you, and any healing spells your previous enemies cast affect you. Your previous allies could then attack you (and you would be hurt with firestorm etc) and your enemies could not longer attack you.

It would need a lot of work to get it balanced, but I think it would be quite a cool skill.
I wouldn't go so far as to call it "teleporting". Real life swordman (like the samauri) practiced "first strike" as an essential part of their skill set. The skill was basically a fast draw of their weapon, leaping to close the space between the two combatants, and a fast killing stroke. The art of the fast draw in Japan was well known for centurys before the gunslinger in the wild west.

Thus, as my skill mentioned, it doesn't have to be a teleport, it can simply be a fast single "leap" that covers a fair amount of ground, and delivers that first strike - perhaps including an interrupt and a deep wound, but a long recast time so it's not spammed.

CowPoop

CowPoop

Banned

Join Date: Oct 2005

ill just name 8 skills and 4 Attribute thingys
Attributes- CLaw mastery, Stealth, Short blade mastery, Confusion magic
Skills- Dual Wield(must have equipped in order to dual wield, like Charm animal) teleport(teleport to the nearest enemy and slice dealing 30...180 dmg- Stealth.. 5 energy 0 cast 1/4 sec recharge) Flurry-(combo attack with either claw or short blade- dealing more dmg if u have higer of either- Stealth- 5 energy 0 cast 0 recharge) Confuse- (Target foe misses 99% of all attacks but cannot be the target of magic- Confusion magic- 15 energy 1 sec cast 5 sec recharge) Trip- stealth magic- target foe is tripped and stays down for 3 ...5 seconds- 5 energy 0 cast, 5 sec recharge.. .meh thats all i can think of

Dragonblood

Dragonblood

Academy Page

Join Date: Aug 2005

Followers of Master Jack [FOMJ]

N/Rt

Well I'm going to through in my 2 cents here.

Attributes:
Concealment(primary): Shadow Stepping a good example.
Death Mastery: Hex spells like Kiss of Death & Cut Throat.
Escape Artist: This can be skills that detect traps, set traps off or trick a foe(s). Example Detect Ambush & Mirror Mirror
Duel Wielding: Throwing knives, daggers.

Skills
Kiss of Death: Energy Cost:10 Activation Time:1 Recharge Time:8. For the next 5...30 seconds, target foe attacks 50% slower, and that foe suffers Health degeneration of 2...10.

Cut Throat: Energy Cost: 5 Activation Time: 2 Recharge Time: 15. Teleport behind target foe and do 10...80 damage, plus foe bleeds for 5...10 seconds.

Detect Ambush: Energy Cost: 10 Activation Time: 1 Recharge Time: 8. Player can detect a trap, which is a ping on player's radar.

[Elite Enchantment]Mirror Mirror: Energy Cost: 15 Activation Time: 3 Recharge Time: 10. Player can animate four mirror images of him/her self. The mirror images start at level 1..18 an last for 2...10 seconds.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Leap
5e 0 cast 0 recharge

leap a great distance in the direction you are facing. if you attacking a foe you leap to the foes location if in range.


this would be great for an assassin as a fast moving class. this would allow you to leap into combat and strike w/o notice. aslo great for escaping when you need to and prevents body blocks. with that great boost of speed there would a hefty cost with no recharge.


Impale Prone:
10e 8 recharge

attack skill. if impale prone strikes a knocked down foe your stike is a critical strike and does 10...25 more dmg. impale prone cannot be "evaded," "blocked," or "miss."

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

Quote:
Originally Posted by Aeon_Xin

Jesh,
You previously replied to my post with a supposed non magical solution, but you described a specific magic element in the answer.
What I meant was that it would take the magic out of the ASSASSIN class. Of course the robes are still magical, that's what I said. But the assassin wouldn't have to have magical powers to explain their invisibility.


Quote:
Originally Posted by Aeon_Xin
As far as inhuman speed and it's realism....Take any random computer/video game geek and put him in a fight with someone who know's martial arts real well, say for them it's a "profession". Then tell me that using the term inhuman speed is NOT realistic. The only speed factor known to a majority of the readers here is WPM, and most of us would be lying on the ground with several broken bones in a blink of an eye.
Quote:
Originally Posted by Aeon_Xin
Teleportation could just be Inhuman Speed
Granted this is a game, but moving fast enough to appear like as if it's instantaneous travel is pretty much not possible in real life.. I guess it'd work for guildwars though.



Quote:
Originally Posted by twicky_kid
Leap
5e 0 cast 0 recharge

leap a great distance in the direction you are facing. if you attacking a foe you leap to the foes location if in range.


this would be great for an assassin as a fast moving class. this would allow you to leap into combat and strike w/o notice. aslo great for escaping when you need to and prevents body blocks. with that great boost of speed there would a hefty cost with no recharge.

I can see the new flag runners already. Succor ftw.

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

Quote:
Originally Posted by jesh
What I meant was that it would take the magic out of the ASSASSIN class. Of course the robes are still magical, that's what I said. But the assassin wouldn't have to have magical powers to explain their invisibility.
I already Suggested that. Its a Magical Cloaks that grant invisibility. Cloaks can make your character become invisible but if your character Attacks, uses a skill, or takes damage (from AoE attacks). Cloaks should have a vast amount of counters.

Cloak counters can vary from something like Light of All Seeing which is above to something like true sight that allows only one character to target and attack a cloaked ememy but since cloaks end as soon as you take damage its just as effective. But some AoE skills already will cancel out cloaks like Bal's Aura.
Still Assassin's should be able to crush warriors.

Assasssin: It is just you and me Warrior everyone else died because of EoE
Warrior: I will crush you you sqwishy assassin.
Assassin: O ya (puts on a cloak)
Warrior: ARRRR where are you
Assassin: You'll never see me again (blinds warrior)
Warrior: AAA I CAN'T SEE WHERE ARE YOU (takes random swings)
Assassin uses backstab
Warrior: AAA o blindness is almost over
Warrior: o good now I can crush you stupid assassin
Assassin: You forget I can do something (uses Cloak)
Warrior:AAAAA NOT AGAIN
Assassin: aaa my spells are fully powered
Assassin blinds and then uses the full power of his spells killing the Warrior
Warrior: AAAA you cheap assassin, I HAD YOU, THATS BS
Assassin: Mybe you should bring res sig next time
Warrior: Whats res sig?

Xue Yi Liang

Xue Yi Liang

Jungle Guide

Join Date: May 2005

Northern CA

Outlaws of the Water Margin

Mo/Me

Assassin's Elusiveness - this is the natural ability of the Assassin to avoid attacks. In game terms it makes the assassin a little more difficult for the enemy to target. We can link this to their primary attribute.

Assassin's Elusiveness does a couple of things:
1. "Shrink" the "clickable" area for an enemy in PvP to target. With a higher primary attribute - the "clickable" area on the Assassin's body becomes smaller. (Recall, many people choose to make their monks as short as possible for the same reason - to make them tougher to target in PvP.)

2. Also it provides for a % chance (the % is a function of the primary attribute) in PvP for the enemy's "target" keys (e.g. target nearest, target next) will "fail" to target the assassin. Of course the enemy can just keep clicking the "target nearest", for example, (if the Assassin is nearest) until it works. In that sense, Elusiveness doesn't prevent the enemy from attacking - it just makes it more of a nuisance to target.

In PvE the same % is applied as a chance that an enemy who would have otherwise targeted the assassin will elect to target someone else.

DarkSider84

DarkSider84

Frost Gate Guardian

Join Date: Nov 2005

Connecticut, USA

JAPS

E/Me

I'm pretty sure its already been said, but dual weapon wielding (such as of weapons that normally only require 1 weapon slot) would be awesome, maybe some form of limitation to part of the damage, or a recumberance on that.

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

Quote:
Originally Posted by Xue Yi Liang
Assassin's Elusiveness - this is the natural ability of the Assassin to avoid attacks. In game terms it makes the assassin a little more difficult for the enemy to target. We can link this to their primary attribute.

Assassin's Elusiveness does a couple of things:
1. "Shrink" the "clickable" area for an enemy in PvP to target. With a higher primary attribute - the "clickable" area on the Assassin's body becomes smaller. (Recall, many people choose to make their monks as short as possible for the same reason - to make them tougher to target in PvP.)

2. Also it provides for a % chance (the % is a function of the primary attribute) in PvP for the enemy's "target" keys (e.g. target nearest, target next) will "fail" to target the assassin. Of course the enemy can just keep clicking the "target nearest", for example, (if the Assassin is nearest) until it works. In that sense, Elusiveness doesn't prevent the enemy from attacking - it just makes it more of a nuisance to target.

In PvE the same % is applied as a chance that an enemy who would have otherwise targeted the assassin will elect to target someone else.
Not a bad idea.. sounds like assassins will be a pain in the @ss no matter how they impliment them. For balance reasons, that'd probably be a skill like Charm Animal.