Ideas for the New Assassin Profession
TokranePo
I don't think that an assassin would make a good class for additional running skills. Rangers seem suited for traveling quickly over the face of the world, warriors seem natural candidates because of their increased strength. But assassins seem like they should be more focused on stealth and subterfuge, not on being long-distance marathon runners.
I suppose if assassins were granted the ability to avoid aggro or detection, they could be ideal for "running," but I think they should be limited by a slower gait - meaning that they might be able to run to drok's from beacon's perch with ease, for instance, but it would take them twice as long as a warrior or ranger to accomplish.
That's just my opinion of what an assassin should really be all about.
__________________
I think that assassins should also be limited in their ability to attack [i.e. diminishing returns]. Their attacks should be straight uber to begin with, but as they continue to insist on attacking a given target they become steadily less effective. Not only would this balance any extreme attack abilities, but it would also fall more in line with an assassin's role as a stealth executioner as opposed to being a meatwall like a warrior.
*disclaimer: I apologize if this has already been covered
I suppose if assassins were granted the ability to avoid aggro or detection, they could be ideal for "running," but I think they should be limited by a slower gait - meaning that they might be able to run to drok's from beacon's perch with ease, for instance, but it would take them twice as long as a warrior or ranger to accomplish.
That's just my opinion of what an assassin should really be all about.
__________________
I think that assassins should also be limited in their ability to attack [i.e. diminishing returns]. Their attacks should be straight uber to begin with, but as they continue to insist on attacking a given target they become steadily less effective. Not only would this balance any extreme attack abilities, but it would also fall more in line with an assassin's role as a stealth executioner as opposed to being a meatwall like a warrior.
*disclaimer: I apologize if this has already been covered
Guardian of the Light
Quote:
Originally Posted by TokranePo
I don't think that an assassin would make a good class for additional running skills. Rangers seem suited for traveling quickly over the face of the world, warriors seem natural candidates because of their increased strength. But assassins seem like they should be more focused on stealth and subterfuge, not on being long-distance marathon runners.
I suppose if assassins were granted the ability to avoid aggro or detection, they could be ideal for "running," but I think they should be limited by a slower gait - meaning that they might be able to run to drok's from beacon's perch with ease, for instance, but it would take them twice as long as a warrior or ranger to accomplish. That's just my opinion of what an assassin should really be all about. __________________ I think that assassins should also be limited in their ability to attack [i.e. diminishing returns]. Their attacks should be straight uber to begin with, but as they continue to insist on attacking a given target they become steadily less effective. Not only would this balance any extreme attack abilities, but it would also fall more in line with an assassin's role as a stealth executioner as opposed to being a meatwall like a warrior. *disclaimer: I apologize if this has already been covered |
TwilightOblivion
Shinobi, I think that shuriken and kunai should be skills, not weapons, because an assassin has a very wide array of weapons and cant have them all out at once. and the tengu running/fighting style would be AWESOME(cuz tengu ARE kinda ninjas, just bird-ninjas). and for the outfit, I totally want a Ryu Hayabusa-esque outfit. Ninja Gaiden roxors my boxors
Tokrane, Assassins arent marathon runners, but they ARE sprinters. And the diminishing attack thing is a good idea IMO.
Tokrane, Assassins arent marathon runners, but they ARE sprinters. And the diminishing attack thing is a good idea IMO.
TokranePo
Perhaps instead of building adrenaline with attacks and damage taken, assassins should build exhaustion. Meaning that they are best up front, but the more they attack or take damage, the worse their attacks get. So, while exhaustion takes away from their attacking abilities, it could also build up to activating interesting "ninja" skills. Like escape skills or a smoke bomb or something that takes a certain ammount of exhaustion to activate.
Seems like an interesting idea to me, but probably too lame for Guild Wars.
Seems like an interesting idea to me, but probably too lame for Guild Wars.
Guardian of the Light
We've come up with a ton of ideas so heres a summary so far.
Skill: I'm not even going to start there is way too many to post but I'll post my favorites
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
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.
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)
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.
Assianin's Stance
Casting Time: Instant
Energy Cost: 10-15
Recharge: 15-25
Stance Your "Cloaks" are ready 50% faster and last 15-25% longer.
Ranged switch
Casting time:3
Energy Cost: 10
You attacks do 20-10% less and you can attack at range (like switch stabing knifes to throwing knifes). Only Assianin related weapons are affected by this. After casting this Ranged Switch is Replaced by Melee Switch.
Melee Switch
Same as Ranged Switch only changes back to melee.
<Insert God Name>'s Concentration
Energy: 10
Recharge: 30-45sec
Stance. For 7-15 secs, your attacks have 5% addition to inflict a critical hit and you deal 10-20% more damage. <Insert God Name>'s Concentration ends if you use an adral skill.
Head Kick
Energy: 5
Casting Time:1
Recharge time: 15
If Head Kick Hits you deal +10-15 damage and your target's action is intrupted.
If you guys put onlt one of my skills in Make that one ^ it.
"I call Dwawna to he... OWW AA YOU @#$%! YOU KICKED ME IN THE HEAD!"
Coma: Enchantment. For the duration of this spell 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. No death penalty is incurred for a coma.
Stun Powder
Type: Preparation
Attribute: umm....Weapon mastery
Cost: 10 energy
When attack hits, you deal +1-10 more damage and target is crippled for 5-10 seconds.
Set Up (including Weaopons Attruibutes and Armor): I like this one the best http://www.guildwarsguru.com/forum/s...hlight=stalker
Dances: So far for Male :http://media.putfile.com/c4
Female: Belly Dance
Assassin Bosses:
Marcolp Duel-knife
Elite: Duel Weild
Where he is: At the VERY start of the first new mission .
So far we haven't come up with some sort of Pre-Build for assassin remember if you want to make one, make it easy to use and weak not hard and powerful.
Skill: I'm not even going to start there is way too many to post but I'll post my favorites
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
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.
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)
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.
Assianin's Stance
Casting Time: Instant
Energy Cost: 10-15
Recharge: 15-25
Stance Your "Cloaks" are ready 50% faster and last 15-25% longer.
Ranged switch
Casting time:3
Energy Cost: 10
You attacks do 20-10% less and you can attack at range (like switch stabing knifes to throwing knifes). Only Assianin related weapons are affected by this. After casting this Ranged Switch is Replaced by Melee Switch.
Melee Switch
Same as Ranged Switch only changes back to melee.
<Insert God Name>'s Concentration
Energy: 10
Recharge: 30-45sec
Stance. For 7-15 secs, your attacks have 5% addition to inflict a critical hit and you deal 10-20% more damage. <Insert God Name>'s Concentration ends if you use an adral skill.
Head Kick
Energy: 5
Casting Time:1
Recharge time: 15
If Head Kick Hits you deal +10-15 damage and your target's action is intrupted.
If you guys put onlt one of my skills in Make that one ^ it.
"I call Dwawna to he... OWW AA YOU @#$%! YOU KICKED ME IN THE HEAD!"
Coma: Enchantment. For the duration of this spell 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. No death penalty is incurred for a coma.
Stun Powder
Type: Preparation
Attribute: umm....Weapon mastery
Cost: 10 energy
When attack hits, you deal +1-10 more damage and target is crippled for 5-10 seconds.
Set Up (including Weaopons Attruibutes and Armor): I like this one the best http://www.guildwarsguru.com/forum/s...hlight=stalker
Dances: So far for Male :http://media.putfile.com/c4
Female: Belly Dance
Assassin Bosses:
Marcolp Duel-knife
Elite: Duel Weild
Where he is: At the VERY start of the first new mission .
So far we haven't come up with some sort of Pre-Build for assassin remember if you want to make one, make it easy to use and weak not hard and powerful.
TwilightOblivion
I dont think that duel wield should be a skill. It should be something that you put points into. the assassin offhand would be a wakizashi, short sword, or dagger and their primary would be a katana, whip/flail or some kind of hand scythe. Katars and claws and such would be 2 handed weapons(1 item of Katars would be a pair of them and thus would use both hands)
Illidan
The Assasin should make traps visible
Yukito Kunisaki
After reading a few of the first opening posts, it seems some people are trying to turn this lovely lady into a Ragnarok Online blend of Assassin and Rogue... Other game ideas are fine and dandy, but lots of GW's ideas are quite original and should stay that way. Adrenaline for instance...
And heaven's no, don't make this thing like other games, unless we're talking 'Predator'... oh yeah...
Attributes?
Stealth: for each point in stealth, you affect stealth skills and abilities and your aggression bubble range decreases by 4%. There's also an armor penetration bonus for attacking an enemy in the side (5%) or back (10%)
Throwing Mastery: affects the damage of your throwing weapons and skills.
Blade Mastery: affects the damage and skills of your one handed weapons.
Dual Caliber Mastery: affects the damage and skills of your 2 handed 'twin' weapons
Venom Alchemy: affects the duration and damage of your alchemy poison attacks...
Will post ideas for skills and stats later [if I can come up with 75 skills spread out evenly, I rawk...]
And heaven's no, don't make this thing like other games, unless we're talking 'Predator'... oh yeah...
Attributes?
Stealth: for each point in stealth, you affect stealth skills and abilities and your aggression bubble range decreases by 4%. There's also an armor penetration bonus for attacking an enemy in the side (5%) or back (10%)
Throwing Mastery: affects the damage of your throwing weapons and skills.
Blade Mastery: affects the damage and skills of your one handed weapons.
Dual Caliber Mastery: affects the damage and skills of your 2 handed 'twin' weapons
Venom Alchemy: affects the duration and damage of your alchemy poison attacks...
Will post ideas for skills and stats later [if I can come up with 75 skills spread out evenly, I rawk...]
Yukito Kunisaki
Here's a 5 'example' set of possible skills for these sexy ladies of ninja-like origin... [and for those of you who prefer, manly men too]
Stealth Skills Possibilities:
Shadow Step [stance]: 5e. 30s. cycle. For 10-40s., enemies can't see you unless you're within personal aggro bubble range. Shadow Step ends if you are hit successfully. [basically, you're invisible on enemy radar and on the screen]
Smoke Bomb [skill]: 5e. 45s. recycle time. Use smoke bomb at your current location. For 15-40s., a cloud of dust blinds enemies for 5-15s. around your casting position.
Reverse Retreat [skill]: 10e. 45s. recycle. Teleport in the opposite direction you're facing by 50-110 ft. You can't teleport through walls and obstacles. You can teleport over hills and walkable terrain.
Heel Strike [attack]: 10e. 15s. recycle. If this attack lands, enemy is crippled and bleeding for 10-20s.
Becoming Darkness [Elite Stance]: 15e. 20s. recycle. For 15-45s. You are invisible and can't be targetted by spells or abilities. Becoming Darkness ends if you take damage. (aoe anyone? ^_^)
Throwing Mastery possibilities:
Point-Blank Burst [Attack]: 5e. 0 recycle. Throw 3-10 weapons at once from melee range. Each weapon does 40% damage.
Multi-Burst [Attack]: 10e. 1s. cast 10s. recycle. Shoot 3-5 weapons at multiple targets. This skill is easily interrupted.
Leg-Shot [Attack]: 10e. 20s. recycle. If this attack lands, enemy is crippled for 5-20s.
Piercing Snipe [Attack]: 5e. 30s. recycle. If this attack hits, passes through the enemy and all enemies behind in a line will suffer +10-15 bonus damage.
Critical Shot [Attack]: 5e. 5s. recycle. If this attack hits, it is a critical hit, interrupts the foe, and this attack cannot be blocked/evaded.
Blade Mastery Skills
Twin Fang Strike [Attack]: 5e. Attack the same target twice in succession.
Eye Slash [Attack]: 10e. 20s recycle. If this attack hits, enemy is blinded for 8-15s.
Shin Splitter: 10e. 10s. recycle. If this attack hits, enemy is knocked down and is crippled for 8-15s. If you miss, you are knocked down and crippled for 10-5 seconds.
Disembowel: 5e. 8s. recycle. If this attack hits, you deal +13 to +25 dmg and foe suffers a deep wound for 15s.
Assassin Strike [elite attack]: 10e. 20s. recycle. If this attack hits, you strike for +10-30 dmg and target suffers from bleeding, poison, and cripple for 20s. If it's a back attack, the damage is doubled.
Dual Caliber Mastery skillz
Cross Cut [attack]: 5e. 10s. recycle. If this attack hits, enemy suffers +8-12 dmg and bleeding for 10s.
Severe Point [attack]: 5e. 10s. recycle. If this attack hits a bleeding enemy, that enemy suffers from +12-17 dmg and suffers from weakness for 10s.
Leg Slicer [attack]: 10e. 10s. recycle. If this attack hits a bleeding enemy, that enemy suffers 10s. of crippling and is knocked down.
Target Hunter [attack]: 5e. 4s. recycle. This attack strikes for +10-18 dmg. If the enemy blocks/evades the attack, that enemy suffers from bleeding for 20s.
Assassin Spirit [elite stance]: 15e. 25s. recycle. For 7-17s. You attack 33% faster. You have a 25% dodge rate. Assassin Spirit ends after you use a skill. [you heard right, AFTER... ^_^]
Venom Alchemy skill possibilities
Deadly Poison [preparation]: 15e. 30s. recycle. For 10-20s. Each of your attacks causes 4s. of poison and deals an extra 7-13 dmg.
Anesthetic [preparation]: 15e. 30s. recycle. For 10-20s. Each of your attacks causes 7s. of weakness and deals an extra 7-13 dmg.
Anti-venom [skill]: 5e. 3s. recycle time. Cure target ally of Disease & Poison. That ally can't be diseased or poisoned for 30s.
Overdose [preparation]: 20e. 45s. recycle time. For 10-30s., all of your attacks cause bleeding, poison, weakness, and crippled for 5s.
Master Poisoning [Elite Preparation]: 25e. 40s. recycle time. For 10-30s. all of your attacks cause bleeding, poison, weakness, cripple, blind, diseased, and dazed for 1-3s. and deal an extra 5-15 damage.
Stealth Skills Possibilities:
Shadow Step [stance]: 5e. 30s. cycle. For 10-40s., enemies can't see you unless you're within personal aggro bubble range. Shadow Step ends if you are hit successfully. [basically, you're invisible on enemy radar and on the screen]
Smoke Bomb [skill]: 5e. 45s. recycle time. Use smoke bomb at your current location. For 15-40s., a cloud of dust blinds enemies for 5-15s. around your casting position.
Reverse Retreat [skill]: 10e. 45s. recycle. Teleport in the opposite direction you're facing by 50-110 ft. You can't teleport through walls and obstacles. You can teleport over hills and walkable terrain.
Heel Strike [attack]: 10e. 15s. recycle. If this attack lands, enemy is crippled and bleeding for 10-20s.
Becoming Darkness [Elite Stance]: 15e. 20s. recycle. For 15-45s. You are invisible and can't be targetted by spells or abilities. Becoming Darkness ends if you take damage. (aoe anyone? ^_^)
Throwing Mastery possibilities:
Point-Blank Burst [Attack]: 5e. 0 recycle. Throw 3-10 weapons at once from melee range. Each weapon does 40% damage.
Multi-Burst [Attack]: 10e. 1s. cast 10s. recycle. Shoot 3-5 weapons at multiple targets. This skill is easily interrupted.
Leg-Shot [Attack]: 10e. 20s. recycle. If this attack lands, enemy is crippled for 5-20s.
Piercing Snipe [Attack]: 5e. 30s. recycle. If this attack hits, passes through the enemy and all enemies behind in a line will suffer +10-15 bonus damage.
Critical Shot [Attack]: 5e. 5s. recycle. If this attack hits, it is a critical hit, interrupts the foe, and this attack cannot be blocked/evaded.
Blade Mastery Skills
Twin Fang Strike [Attack]: 5e. Attack the same target twice in succession.
Eye Slash [Attack]: 10e. 20s recycle. If this attack hits, enemy is blinded for 8-15s.
Shin Splitter: 10e. 10s. recycle. If this attack hits, enemy is knocked down and is crippled for 8-15s. If you miss, you are knocked down and crippled for 10-5 seconds.
Disembowel: 5e. 8s. recycle. If this attack hits, you deal +13 to +25 dmg and foe suffers a deep wound for 15s.
Assassin Strike [elite attack]: 10e. 20s. recycle. If this attack hits, you strike for +10-30 dmg and target suffers from bleeding, poison, and cripple for 20s. If it's a back attack, the damage is doubled.
Dual Caliber Mastery skillz
Cross Cut [attack]: 5e. 10s. recycle. If this attack hits, enemy suffers +8-12 dmg and bleeding for 10s.
Severe Point [attack]: 5e. 10s. recycle. If this attack hits a bleeding enemy, that enemy suffers from +12-17 dmg and suffers from weakness for 10s.
Leg Slicer [attack]: 10e. 10s. recycle. If this attack hits a bleeding enemy, that enemy suffers 10s. of crippling and is knocked down.
Target Hunter [attack]: 5e. 4s. recycle. This attack strikes for +10-18 dmg. If the enemy blocks/evades the attack, that enemy suffers from bleeding for 20s.
Assassin Spirit [elite stance]: 15e. 25s. recycle. For 7-17s. You attack 33% faster. You have a 25% dodge rate. Assassin Spirit ends after you use a skill. [you heard right, AFTER... ^_^]
Venom Alchemy skill possibilities
Deadly Poison [preparation]: 15e. 30s. recycle. For 10-20s. Each of your attacks causes 4s. of poison and deals an extra 7-13 dmg.
Anesthetic [preparation]: 15e. 30s. recycle. For 10-20s. Each of your attacks causes 7s. of weakness and deals an extra 7-13 dmg.
Anti-venom [skill]: 5e. 3s. recycle time. Cure target ally of Disease & Poison. That ally can't be diseased or poisoned for 30s.
Overdose [preparation]: 20e. 45s. recycle time. For 10-30s., all of your attacks cause bleeding, poison, weakness, and crippled for 5s.
Master Poisoning [Elite Preparation]: 25e. 40s. recycle time. For 10-30s. all of your attacks cause bleeding, poison, weakness, cripple, blind, diseased, and dazed for 1-3s. and deal an extra 5-15 damage.
darkdragon99
i know this is off topic but Yukito Kunisaki you should change your avatar befor someone other than me realizes what it is
Xue Yi Liang
Quote:
Originally Posted by darkdragon99
i know this is off topic but Yukito Kunisaki you should change your avatar befor someone other than me realizes what it is
|
Phades
Quote:
Originally Posted by Xue Yi Liang
At first I thought it was a little risque ... but then later I reconsidered ... I think the girl is just shaking the guy by the lapels, right?
|
Guardian of the Light
Quote:
Originally Posted by darkdragon99
i know this is off topic but Yukito Kunisaki you should change your avatar befor someone other than me realizes what it is
|
Anyways I think the Assassin should have a lot of skill that show different weapons like:
Throw Ninja Death Stars
Throw 1-4 Stars that fly to your target and strike for X damage each.
Crossbow Shoot
Shot an arrow out of a crossbow. This deals X damage and you target becomes bleeding for Y seconds.
TwilightOblivion
Here are a few more skills Ive cooked up
Lethal Injection, Elite Skill
Target touched foe becomes poisoned and crippled for X seconds and suffers health degeneration of Y. If at the time this effect ends target foe has less than X% health, they die and cannot be ressurected for X seconds.
Liquid Hydrogen, Skill
Target foe is dealt X cold damage and has a speed reduction of 66% for X seconds.
Survival, Enchantment
If you take enough damage that you would die, your health becomes 1. If your health is 1 and you take damage, you die and cannot be ressurected for X seconds
Lethal Injection, Elite Skill
Target touched foe becomes poisoned and crippled for X seconds and suffers health degeneration of Y. If at the time this effect ends target foe has less than X% health, they die and cannot be ressurected for X seconds.
Liquid Hydrogen, Skill
Target foe is dealt X cold damage and has a speed reduction of 66% for X seconds.
Survival, Enchantment
If you take enough damage that you would die, your health becomes 1. If your health is 1 and you take damage, you die and cannot be ressurected for X seconds
darkdragon99
Quote:
Originally Posted by Xue Yi Liang
At first I thought it was a little risque ... but then later I reconsidered ... I think the girl is just shaking the guy by the lapels, right?
|
skill idea
shadow kick attack does 6-40 damage and if kicked enemy is casting or attacking it's interrupted
jesh
S H I N O B I, you have some good suggestions, but I just thought I'd point this out..
Ninjitsu is nothing more than weapons training, and last time I checked, being able to use a knife won't let you clone yourself. Of course this isn't to say that a ton of other people don't think along the same lines as you, thanks to a certain anime with shall remain nameless.
I think it'd be a nice touch though, to have spells like shadow replicants, etc, that focus on confusing your enemies and playing the deceptive role.
Quote:
Originally Posted by S H I N O B I
-maybe throw in some ninjutsu magic skills like cloning one's self or something of the sort...
|
I think it'd be a nice touch though, to have spells like shadow replicants, etc, that focus on confusing your enemies and playing the deceptive role.
jonnybegood
I can't imagine what the male version looks like.... *wonders*
S H I N O B I
Quote:
Originally Posted by jesh
S H I N O B I, you have some good suggestions, but I just thought I'd point this out..
Ninjitsu is nothing more than weapons training, and last time I checked, being able to use a knife won't let you clone yourself. Of course this isn't to say that a ton of other people don't think along the same lines as you, thanks to a certain anime with shall remain nameless. I think it'd be a nice touch though, to have spells like shadow replicants, etc, that focus on confusing your enemies and playing the deceptive role. |
Maybe they can add in some "Genjutsu/Bunshin no jutsu skills"....
I believe ninjutsu is the skill of invisibility or stealth/sneaking... not necessarily weapons training... i think there are other names for wep training depending on the type of wep used, like Kusarigamajutsu for sickle and chain skills, taijutsu for unarmed combat skills, etc....
Maybe i should've just said "ninja magic skills" or something ^.^
Yukito Kunisaki
Firstly, my avatar is NOT from a hentai...
Secondly, it SUPPOSED to look like they're doing something, but it's actually a headbutt...
Guess the anime and win a prize!
Secondly, it SUPPOSED to look like they're doing something, but it's actually a headbutt...
Guess the anime and win a prize!
TwilightOblivion
more assassin skills
Eye Gouge, Skill
-Target foe takes X damage and is blind for X seconds
Infection, skill
Target foe becomes diseased for Y seconds. There is a 50% chance of you becoming diseased as well with a ________ of 4 or less
Quarrantine, Skill
Target diseased foe is no longer diseased and their skill bar is disabled for X seconds.
Blood Loss, Skill
Target bleeding foe becomes dazed untill X seconds after bleeding stops.
Pheonix Strike, Elite Skill
Teleport to target enemy's location and strike them for and additional X fire damage and they are set on fire for X seconds
Gangrene, Skill
Target bleeding foe becomes crippled and suffers from weakness untill X seconds after bleeding stops.
Sharpen, Preparation
All of your attacks do X more damage and cause bleeding for X seconds.
and some smiting skills I came up with
See no Evil, Skill
-All foes at target location become blind for X seconds
Hear no Evil, Skill
-For X seconds you do not appear on the radars of all foes at target location.
Speak no Evil, Skill
-All foes at target location can not use shouts for X seconds
Eye Gouge, Skill
-Target foe takes X damage and is blind for X seconds
Infection, skill
Target foe becomes diseased for Y seconds. There is a 50% chance of you becoming diseased as well with a ________ of 4 or less
Quarrantine, Skill
Target diseased foe is no longer diseased and their skill bar is disabled for X seconds.
Blood Loss, Skill
Target bleeding foe becomes dazed untill X seconds after bleeding stops.
Pheonix Strike, Elite Skill
Teleport to target enemy's location and strike them for and additional X fire damage and they are set on fire for X seconds
Gangrene, Skill
Target bleeding foe becomes crippled and suffers from weakness untill X seconds after bleeding stops.
Sharpen, Preparation
All of your attacks do X more damage and cause bleeding for X seconds.
and some smiting skills I came up with
See no Evil, Skill
-All foes at target location become blind for X seconds
Hear no Evil, Skill
-For X seconds you do not appear on the radars of all foes at target location.
Speak no Evil, Skill
-All foes at target location can not use shouts for X seconds
darkdragon99
umm you know what forget that i said anything i'm not gonna argue with another anime fan
i know the anime your speaking of but i'm having problem comin up with thename
i know the anime your speaking of but i'm having problem comin up with thename
Guardian of the Light
Quote:
Originally Posted by TwilightOblivion
Speak no Evil, Skill
-All foes at target location can not use shouts for X seconds |
TwilightOblivion
indeed it is. A damn good way to kill that FotM lol.
jesh
Quote:
Originally Posted by S H I N O B I
Ok then let me rephrase that ;p
Maybe they can add in some "Genjutsu/Bunshin no jutsu skills".... I believe ninjutsu is the skill of invisibility or stealth/sneaking... not necessarily weapons training... i think there are other names for wep training depending on the type of wep used, like Kusarigamajutsu for sickle and chain skills, taijutsu for unarmed combat skills, etc.... Maybe i should've just said "ninja magic skills" or something ^.^ |
As to all the anti IWAY skills, I find it comical. It's not like IWAY is the new spirit spam, it's not the only choice you have when you go to pvp. There are plenty of skills to counter it as it is, if you ask me.
I like your ideas, Twilight, but it seems to me the names are a bit off? More like something for a paladin/crusader class than a master of stealth and deciet. Well.. the last three, anyway. lol
TwilightOblivion
those last 5 were just something that I came up with. the "no evil" things could be like monk smiting spells or something, and the first 2 would be assassin
Xue Yi Liang
Quote:
Originally Posted by Yukito Kunisaki
Firstly, my avatar is NOT from a hentai...
Secondly, it SUPPOSED to look like they're doing something, but it's actually a headbutt... Guess the anime and win a prize! |
S H I N O B I
Quote:
Originally Posted by jesh
I'm talking about real life. If you go to a martial arts school to learn ninjitsu, you'll learn how to use weapons. That's it. I know because I considered doing it for some time. Ninjutsu doesn't even cover hand to hand. Of course most that practice ninjitsu also learn other forms of martial arts, to round out their fighting style. But in and of itself, it's weapons training, as far as I know. I don't claim to know everything about martial arts, so I could be wrong, but this is the information I've found out on my own.
|
Togakure Ryu Ninjutsu - founded in the late 1100's AD by Daisuke Nishina (armed and unarmed tactics used by Iga shinobi back then)
Gyokko Ryu Koshijutsu - mid 1100's by Tozawa Hakuunsai (the attacking of nerve centres with pinching or striking finger drives)
Koto Ryu Koppojutsu - mid 1500's by Sakagami Taro Kunishige (bone breaking methods)
Kukishinden Ryu Happo Hikenjutsu -mid 1300's by Izumo Kanja Yoshitero [very broad range of jutsu which included the following: Taijutsu (unarmed combat), Hichojutsu (leaping), Mawanage (rope throwing), Koppojutsu (bone smashing technique), Jutaijutsu (grappling), Yarijutsu (spear technique), Naginatajutsu (halberd skills), Bojutsu (long staff fighting), Jojutsu (cane technique), Hanbojutsu (stick fighting), Seban Nage (shuriken throwing), Tokenjutsu (blade throwing), Kojutsu (fire and explosives), Suikutsu (water techniques), Chiku Jo Gunryaku Heiho (military tactics and fortress design and penetration), Onshinjutsu (art of invisibility), and Hensojutso (disguise).]
Tagaki Yoshin Ryu Jutaijutsu - early 1600's by Takagi Oriuemon Shigenobu (mix of stick fighting arts, togakure taijutsu, and throwing/locking tactics)
Shinden Fudo Ryu - mid 1300's by Izumo Kanja Yoshiteru (This ryu teaches the art of defeating a strong person by feigning weakness.)
Gikan Ryu Koppojutsu - mid 1500 by Uryu Hangan Gikanbo (Chinese style taijutsu of Cho Gyoko)
Kumogakure Ryu Ninpo - mid 1500's by Iga Heinaizaemon no Jo Ienaga (unique style Taijutsu that included leaping tactics and also the use of the kamayari or hooked spear)
Gyokushin Ryu Ninpo - mid 1500's by Sasaki Goemon Teruyoshi (This ryu teaches many of the secret philosophies and tactics of the art.)
Not really sure on what all these cover specificly, but I'm pretty confident that ninjutsu isn't strictly just weapons training. At least with current Dojo's that supposedly teach ninjutsu, taijutsu (unarmed combat) and some others are also covered.
Now, regarding ninja "magic" skills... this is Guild Wars, a game where magic exists, so I think the "fictional" ninja skills such as genjutsu, bunshin no jutsu, and kawamiri no jutsu found in certain ninja anime will work pretty well here...
actionjack
Woot... got my pretty picture in... so I will put a linky here to the Assassin Dress up Thread. Feel free to join in and make drawings of your Assasssin looks!
LINKY Don't press too hard on me, click me softly
LINKY Don't press too hard on me, click me softly
kg_lildude1
Attributes
Shadow Mastery (Assassin only)-
For every point in shadow mastery you gain 5% chameleon effect, and your aggro bubble reduces by 2%. (chameleon effect is your ability to blend in with the environment, basicaly reduces your chance of being seen in pvp)
Duel Mastery-
For every point in duel mastery you gain a 1% increase in damage dealt. You also gain .5% chance to block while wielding two weapons for every point in duel mastery.
Alchemy-
For every point in alchemy all your skill effects linked to this attribute are lengthed by 2%
Evasion-
For every point in evasion your evasive stances last 1% longer. You also gain
Assassination-
Attributes linked to assassination are boosted for every point in this.
Skills-
Move in for the kill-
5 energy
1 cast
45 recharge
You gain a 25% speed boost for 15-25 seconds. This skill ends if you do not attack after 10-20 seconds. (linked to shadow mastery)
Mark of Death-
25 energy
2 cast
60 recharge
For 2-6 seconds your target glows red and is marked for death. This skill must be cast at least 60-90 yards away from target.(linked to assassination)
Shadow step-
15 energy
1 cast
25 recharge
For 7-15 seconds you move 15% faster, have 100% chameleon effect, and disappear off the radar map. (linked to shadow mastery)
ran out of time for now so ill edit and finish later.
Shadow Mastery (Assassin only)-
For every point in shadow mastery you gain 5% chameleon effect, and your aggro bubble reduces by 2%. (chameleon effect is your ability to blend in with the environment, basicaly reduces your chance of being seen in pvp)
Duel Mastery-
For every point in duel mastery you gain a 1% increase in damage dealt. You also gain .5% chance to block while wielding two weapons for every point in duel mastery.
Alchemy-
For every point in alchemy all your skill effects linked to this attribute are lengthed by 2%
Evasion-
For every point in evasion your evasive stances last 1% longer. You also gain
Assassination-
Attributes linked to assassination are boosted for every point in this.
Skills-
Move in for the kill-
5 energy
1 cast
45 recharge
You gain a 25% speed boost for 15-25 seconds. This skill ends if you do not attack after 10-20 seconds. (linked to shadow mastery)
Mark of Death-
25 energy
2 cast
60 recharge
For 2-6 seconds your target glows red and is marked for death. This skill must be cast at least 60-90 yards away from target.(linked to assassination)
Shadow step-
15 energy
1 cast
25 recharge
For 7-15 seconds you move 15% faster, have 100% chameleon effect, and disappear off the radar map. (linked to shadow mastery)
ran out of time for now so ill edit and finish later.
TwilightOblivion
I thought of a new Skill type. Taunt. It would be similar to a shout, but work on all nearby foes instead of allies.
Peewee
seeing as some devs are reading this thread i will put some of the more inventive ideas i have though of down:
1) Motion Blur. stance. for 6-12 secs you move 25% faster and leave after images every 1/2 a second. Tne after images last for 2-5 secs and are targetable. After images cannot take any dmg, and spells targetted at them fail.
ps, images would be 'images' in every sense of the word. this would be more interseting than simply dodging attacks, and is more versatile than escape or others.
2) Creep. stance. for 8-15 secs you move 50%-20% slower, but you become invisible to the eye (untargetable) and invisible on the radar. Creep ends if u attack ior use any skills.
3)Time bomb. place a time bomb in your corrunt location. after 10 sseconds time omb explodes, and does 20-80 dmg and knocksdown all nearby enemies and allys. this skill is easlily interupted
4) Grenade. Throw a bomb at target. after 3 secs the target are explodes and does 20-50dmg to all adjacent enemies, setting enemies on fire for 1-3 secs. this skill is easily interupted
ok, here are some ideas of for dual wielding.
5) dual wield. while this skill is equipped you may use 2 dual wielding weapons (ie not warrior swords or axes).
6)Blade Dance. stance. for 4 seconds you have a 50% chance to block melee attacks and projectile attacks and deal 7-15dmg every second. if u hve 2 weapons equipped then this stance blocks 100% of attacks, and deals a further 2-10dmg every second.
The next three are all embed skills, based around sacrificing your weapons in order to inflcit conditions on an enemy.
7) Embed weapon. attack skill. lose one of your weapons and target enemy suffers from a deep wound indefinetly. activating this skill when no weapons are in your hands returns your wepons to your hands, but the condition inflicted while weapon was embedded ends.
8) Kneecap. attack skill. lose one of your weapons and target enemy suffers from cripple indefinetly. activating this skill when no weapons equiped.....(see above)
9) Foot Pin. attack skill. lose both of your weapons (if u have only one equipped then this skill cannot be used) target enemy is pinned, reducing their movement by 100% indefinetly. activating this skill when no wepaons are equipped.......(see above)
10) Rip. Attack skill. target touched foes suffers 5-10dmg for every weapon 'embedded' on them and suffer bleeding for 3-13 secs. embedded weapons on this target are returned to your hands. conditions as a result of a embedded weapon last for a further 5 secs.
11) Cross slash. attack skill. This attack cannot be blocked or evaded. if it was going to be be blocked or evaded then or the target is attacking then it does a further 10-25dmg
12) Leg Sweep. kick attack (does not require weapons equipped) do 20-35 blunt dmg against target. if the target was attacking then the target is knocked down. This skill always targets the feet
13)dagger pin. skill. if target is knocked down then target renains knocked down for a further 4 secs.
13)Hip Throw. stance. For 4 secs you evade melee attacks. if you evade a melee attack then Hip throw stance ends and the attacker is knocked down, takes 20-50 blunt dmg, and is winded for 6-10 secs (all skills take a 50% longer, and attack 50% slower)
14)Propeller blade. stance. for 7-10secs you spin your blades in front of you, dealing 5-15dmg every 1/2 second to adjacent enemies. while in this stance you deflect projectile attacks to the nearest enemy, dealing 75%-90% dmg of original attack. using this skill deactivates all other skills for 7-10secs.
15) front kick. kicking skill. do 30-50 (seems like a lot, but weapon dmg is not added) blunt dmg to target, winding them for 4-7 secs. this skill always hits the chest.
16) disarming kick. kick skill. do 20-35 blunt dmg to target, disarming them for 3-5secs. (target is unable to attack, and loses all bonuses associated with equipped items) This attack always attacks the arms.
17) Jumping spinning kick . Kick Skill. do 35-60blunt dmg to target, interupting them. if a spell is interupted then target is dazed for 7-14 secs. This skill is easily interupted. This skill always attacks the head.
18) Heel Smash. Kicking skill. do 35-65 blunt dmg to target. this attack cannot be blocked, but is easily evaded (100% chance to evade, if evade skill is used) if attack could have been blocked then target is disarmed for 10secs.
19) Wrist slash. Stance. for 4 secs you evade melee attacks, if you evade a melee attack then this stance ends, you and you inflict severe bleeding on enemy for 15-25secs. (severe bleeding is 4 health degen, and 1 energy degen)
20) Daggers. Skill. Throw 4 daggers at target and do 7-15piercing dmg to target each, daggers have a 50% chance of being evaded. if they are evaded then one adjacent enemy to target takes 7-15 piercing dmg. (spread attack)
21)Throat cut. Stealth attack. if you are currently invisible then you do 35-50dmg to target enemy. This attack cannot be blocked or evaded and defence does not reduce the dmg. target foe suffers from severe bleeding for 7-15 secs, and cant cast spells for 4-7secs.
if you are no invisible then this attack fails, and you suffer 20dmg (regardless of defense)
a few skills to be going with .
attributes would be:
1)Dual Weilding. for every point in dual wielding you do 3% more dmg with offhand weapon. (offhand weapons have 50% reduction in the dmg they do. with 16 points in dual wielding you would do 98% dmg in offhand weapon) This attribute affects the effectiveness of skills related to dual wielding. (unique attribute)
2)Stealth. attribute affects skills related to cloaking and stealth attacks. for every point in stealth you gain a base 3% 'chameleon' affect. ie enemies with 16 in stealth you would be invisible to the enemy for the last 48% of their sight, and rader range. ie if maximum visible range is 100m then they could only spot you at 52m, likewise on radar.
3)Agility. affects skills related to evasion. for every point in in agility you get a 5% reduction in self inflicted speed debuffs. ie with a 16 in 10 in agility then all a skill which reduces your speed by 50% would only give you a 25% reduction.
4)Tricks of the trade. attribute that affects the skills related to assasin tricks. in addition for every point in Tricks of the trade you gain a 1% reduaction in the speed at which you can use skills related to tricks of the trade. eg if you have a ticks of the trade attribute of 10, then a trick skill that normally takes 10secs, takes only 9 secs.
1) Motion Blur. stance. for 6-12 secs you move 25% faster and leave after images every 1/2 a second. Tne after images last for 2-5 secs and are targetable. After images cannot take any dmg, and spells targetted at them fail.
ps, images would be 'images' in every sense of the word. this would be more interseting than simply dodging attacks, and is more versatile than escape or others.
2) Creep. stance. for 8-15 secs you move 50%-20% slower, but you become invisible to the eye (untargetable) and invisible on the radar. Creep ends if u attack ior use any skills.
3)Time bomb. place a time bomb in your corrunt location. after 10 sseconds time omb explodes, and does 20-80 dmg and knocksdown all nearby enemies and allys. this skill is easlily interupted
4) Grenade. Throw a bomb at target. after 3 secs the target are explodes and does 20-50dmg to all adjacent enemies, setting enemies on fire for 1-3 secs. this skill is easily interupted
ok, here are some ideas of for dual wielding.
5) dual wield. while this skill is equipped you may use 2 dual wielding weapons (ie not warrior swords or axes).
6)Blade Dance. stance. for 4 seconds you have a 50% chance to block melee attacks and projectile attacks and deal 7-15dmg every second. if u hve 2 weapons equipped then this stance blocks 100% of attacks, and deals a further 2-10dmg every second.
The next three are all embed skills, based around sacrificing your weapons in order to inflcit conditions on an enemy.
7) Embed weapon. attack skill. lose one of your weapons and target enemy suffers from a deep wound indefinetly. activating this skill when no weapons are in your hands returns your wepons to your hands, but the condition inflicted while weapon was embedded ends.
8) Kneecap. attack skill. lose one of your weapons and target enemy suffers from cripple indefinetly. activating this skill when no weapons equiped.....(see above)
9) Foot Pin. attack skill. lose both of your weapons (if u have only one equipped then this skill cannot be used) target enemy is pinned, reducing their movement by 100% indefinetly. activating this skill when no wepaons are equipped.......(see above)
10) Rip. Attack skill. target touched foes suffers 5-10dmg for every weapon 'embedded' on them and suffer bleeding for 3-13 secs. embedded weapons on this target are returned to your hands. conditions as a result of a embedded weapon last for a further 5 secs.
11) Cross slash. attack skill. This attack cannot be blocked or evaded. if it was going to be be blocked or evaded then or the target is attacking then it does a further 10-25dmg
12) Leg Sweep. kick attack (does not require weapons equipped) do 20-35 blunt dmg against target. if the target was attacking then the target is knocked down. This skill always targets the feet
13)dagger pin. skill. if target is knocked down then target renains knocked down for a further 4 secs.
13)Hip Throw. stance. For 4 secs you evade melee attacks. if you evade a melee attack then Hip throw stance ends and the attacker is knocked down, takes 20-50 blunt dmg, and is winded for 6-10 secs (all skills take a 50% longer, and attack 50% slower)
14)Propeller blade. stance. for 7-10secs you spin your blades in front of you, dealing 5-15dmg every 1/2 second to adjacent enemies. while in this stance you deflect projectile attacks to the nearest enemy, dealing 75%-90% dmg of original attack. using this skill deactivates all other skills for 7-10secs.
15) front kick. kicking skill. do 30-50 (seems like a lot, but weapon dmg is not added) blunt dmg to target, winding them for 4-7 secs. this skill always hits the chest.
16) disarming kick. kick skill. do 20-35 blunt dmg to target, disarming them for 3-5secs. (target is unable to attack, and loses all bonuses associated with equipped items) This attack always attacks the arms.
17) Jumping spinning kick . Kick Skill. do 35-60blunt dmg to target, interupting them. if a spell is interupted then target is dazed for 7-14 secs. This skill is easily interupted. This skill always attacks the head.
18) Heel Smash. Kicking skill. do 35-65 blunt dmg to target. this attack cannot be blocked, but is easily evaded (100% chance to evade, if evade skill is used) if attack could have been blocked then target is disarmed for 10secs.
19) Wrist slash. Stance. for 4 secs you evade melee attacks, if you evade a melee attack then this stance ends, you and you inflict severe bleeding on enemy for 15-25secs. (severe bleeding is 4 health degen, and 1 energy degen)
20) Daggers. Skill. Throw 4 daggers at target and do 7-15piercing dmg to target each, daggers have a 50% chance of being evaded. if they are evaded then one adjacent enemy to target takes 7-15 piercing dmg. (spread attack)
21)Throat cut. Stealth attack. if you are currently invisible then you do 35-50dmg to target enemy. This attack cannot be blocked or evaded and defence does not reduce the dmg. target foe suffers from severe bleeding for 7-15 secs, and cant cast spells for 4-7secs.
if you are no invisible then this attack fails, and you suffer 20dmg (regardless of defense)
a few skills to be going with .
attributes would be:
1)Dual Weilding. for every point in dual wielding you do 3% more dmg with offhand weapon. (offhand weapons have 50% reduction in the dmg they do. with 16 points in dual wielding you would do 98% dmg in offhand weapon) This attribute affects the effectiveness of skills related to dual wielding. (unique attribute)
2)Stealth. attribute affects skills related to cloaking and stealth attacks. for every point in stealth you gain a base 3% 'chameleon' affect. ie enemies with 16 in stealth you would be invisible to the enemy for the last 48% of their sight, and rader range. ie if maximum visible range is 100m then they could only spot you at 52m, likewise on radar.
3)Agility. affects skills related to evasion. for every point in in agility you get a 5% reduction in self inflicted speed debuffs. ie with a 16 in 10 in agility then all a skill which reduces your speed by 50% would only give you a 25% reduction.
4)Tricks of the trade. attribute that affects the skills related to assasin tricks. in addition for every point in Tricks of the trade you gain a 1% reduaction in the speed at which you can use skills related to tricks of the trade. eg if you have a ticks of the trade attribute of 10, then a trick skill that normally takes 10secs, takes only 9 secs.
TokranePo
Quote:
Shadow step- 15 energy 1 cast 25 recharge For 7-15 seconds you move 15% faster, have 100% chameleon effect, and disappear off the radar map. (linked to shadow mastery) |
Perhaps I am missing something.
Peewee
Quote:
Originally Posted by TokranePo
I don't understand how this skill concept is not ridiculously overpowered.
Perhaps I am missing something. |
Peewee
Quote:
Originally Posted by S H I N O B I
I think ninjutsu is considered as a broad term, not strictly just for stealth arts or just weapons training... According to the Bujinkan Dojo website (lets not debate on whether ninjutsu is actually considered an official "martial art" by Japan ;p), there are supposedly 9 Bujinkan Ryu (9 schools) of Ninjutsu:
Togakure Ryu Ninjutsu - founded in the late 1100's AD by Daisuke Nishina (armed and unarmed tactics used by Iga shinobi back then) Gyokko Ryu Koshijutsu - mid 1100's by Tozawa Hakuunsai (the attacking of nerve centres with pinching or striking finger drives) Koto Ryu Koppojutsu - mid 1500's by Sakagami Taro Kunishige (bone breaking methods) Kukishinden Ryu Happo Hikenjutsu -mid 1300's by Izumo Kanja Yoshitero [very broad range of jutsu which included the following: Taijutsu (unarmed combat), Hichojutsu (leaping), Mawanage (rope throwing), Koppojutsu (bone smashing technique), Jutaijutsu (grappling), Yarijutsu (spear technique), Naginatajutsu (halberd skills), Bojutsu (long staff fighting), Jojutsu (cane technique), Hanbojutsu (stick fighting), Seban Nage (shuriken throwing), Tokenjutsu (blade throwing), Kojutsu (fire and explosives), Suikutsu (water techniques), Chiku Jo Gunryaku Heiho (military tactics and fortress design and penetration), Onshinjutsu (art of invisibility), and Hensojutso (disguise).] Tagaki Yoshin Ryu Jutaijutsu - early 1600's by Takagi Oriuemon Shigenobu (mix of stick fighting arts, togakure taijutsu, and throwing/locking tactics) Shinden Fudo Ryu - mid 1300's by Izumo Kanja Yoshiteru (This ryu teaches the art of defeating a strong person by feigning weakness.) Gikan Ryu Koppojutsu - mid 1500 by Uryu Hangan Gikanbo (Chinese style taijutsu of Cho Gyoko) Kumogakure Ryu Ninpo - mid 1500's by Iga Heinaizaemon no Jo Ienaga (unique style Taijutsu that included leaping tactics and also the use of the kamayari or hooked spear) Gyokushin Ryu Ninpo - mid 1500's by Sasaki Goemon Teruyoshi (This ryu teaches many of the secret philosophies and tactics of the art.) Not really sure on what all these cover specificly, but I'm pretty confident that ninjutsu isn't strictly just weapons training. At least with current Dojo's that supposedly teach ninjutsu, taijutsu (unarmed combat) and some others are also covered. Now, regarding ninja "magic" skills... this is Guild Wars, a game where magic exists, so I think the "fictional" ninja skills such as genjutsu, bunshin no jutsu, and kawamiri no jutsu found in certain ninja anime will work pretty well here... |
the only thing i know for certain that the evolution and birthplace of martial arts is a historical mess, with them being refined and influenced by so many other styles that is nigh on impossiblt to say for sure who it was invented by, or even what it is.
S H I N O B I
Quote:
Originally Posted by Peewee
according to my sources there is only one last master practising NinJitsu in japan and the rest of the world
|
Are you talking about 34th Soke Masaki Hatsumi??? The source (Bujinkan Dojo) where I found the info on the 9 Bujinkan Ryu was actually founded by a student of his by the name of Stephen Hayes. The ninjutsu that they teach nowadays is more like you said... a defensive, spiritual art more inclined to Ninpo than any other sub branch jutsu from the 9 Ryu... But wepeons training and Taijutsu is still taught I believe.
darkdragon99
Quote:
Originally Posted by Peewee
it is over powered. you would only visible for 10 secs at a time. perhaps if it was a elite, and the recharge time was more like 60secs. remember that strom chaser has a recharge of 30, and that does not give the chameleon affect.
|
TokranePo
Sorry, my intention was not to flame, but apparently I failed.
Anyway,
is an excellent point. So, nevermind me.
Anyway,
Quote:
it doesn't matter cause the devs wont put them in as is. they are gonna fix them so they are balanced befor hand. |
jesh
Quote:
Originally Posted by S H I N O B I
I think ninjutsu is considered as a broad term, not strictly just for stealth arts or just weapons training... According to the Bujinkan Dojo website (lets not debate on whether ninjutsu is actually considered an official "martial art" by Japan ;p), there are supposedly 9 Bujinkan Ryu (9 schools) of Ninjutsu:
Togakure Ryu Ninjutsu - founded in the late 1100's AD by Daisuke Nishina (armed and unarmed tactics used by Iga shinobi back then) Gyokko Ryu Koshijutsu - mid 1100's by Tozawa Hakuunsai (the attacking of nerve centres with pinching or striking finger drives) Koto Ryu Koppojutsu - mid 1500's by Sakagami Taro Kunishige (bone breaking methods) Kukishinden Ryu Happo Hikenjutsu -mid 1300's by Izumo Kanja Yoshitero [very broad range of jutsu which included the following: Taijutsu (unarmed combat), Hichojutsu (leaping), Mawanage (rope throwing), Koppojutsu (bone smashing technique), Jutaijutsu (grappling), Yarijutsu (spear technique), Naginatajutsu (halberd skills), Bojutsu (long staff fighting), Jojutsu (cane technique), Hanbojutsu (stick fighting), Seban Nage (shuriken throwing), Tokenjutsu (blade throwing), Kojutsu (fire and explosives), Suikutsu (water techniques), Chiku Jo Gunryaku Heiho (military tactics and fortress design and penetration), Onshinjutsu (art of invisibility), and Hensojutso (disguise).] Tagaki Yoshin Ryu Jutaijutsu - early 1600's by Takagi Oriuemon Shigenobu (mix of stick fighting arts, togakure taijutsu, and throwing/locking tactics) Shinden Fudo Ryu - mid 1300's by Izumo Kanja Yoshiteru (This ryu teaches the art of defeating a strong person by feigning weakness.) Gikan Ryu Koppojutsu - mid 1500 by Uryu Hangan Gikanbo (Chinese style taijutsu of Cho Gyoko) Kumogakure Ryu Ninpo - mid 1500's by Iga Heinaizaemon no Jo Ienaga (unique style Taijutsu that included leaping tactics and also the use of the kamayari or hooked spear) Gyokushin Ryu Ninpo - mid 1500's by Sasaki Goemon Teruyoshi (This ryu teaches many of the secret philosophies and tactics of the art.) Not really sure on what all these cover specificly, but I'm pretty confident that ninjutsu isn't strictly just weapons training. At least with current Dojo's that supposedly teach ninjutsu, taijutsu (unarmed combat) and some others are also covered. Now, regarding ninja "magic" skills... this is Guild Wars, a game where magic exists, so I think the "fictional" ninja skills such as genjutsu, bunshin no jutsu, and kawamiri no jutsu found in certain ninja anime will work pretty well here... |
I did a lot more reading after you posted this, and I have no idea where I got that idea from. I read about the 9 schools that it's derived from, and I have to say, if the assassin class is even losely based on ninjitsu, or Bujinkan Budō Taijutsu, then this class is going to be very interesting and definitely over powered.
Here are some quotes from wikipedia:
Quote:
Gikan-ryū Koppōjutsu is a medieval Japanese school of martial arts allegedly established in the 16th century by Uryu Hangan Gikanbo. Koppōjutsu means attacks against bones. Koppōjutsu is commonly considered a hard art in comparison to the soft arts such as koshijutsu: attacks against muscles. Gikan-ryū Koppōjutsu is based on martial arts skills and techniques that Uryu Hangan Gikanbo learned from Sougyoku Kan Ritsushi, Soke of Gyokko-ryū and Kotō-ryū. Uryu Hangan Gikanbo is said of having developed a punching style so strong that he once broke a sword with it. |
Quote:
Shinden Fudo Ryu is a school of dakentaijutsu and jutaijutsu/jujutsu. Shinden Fudo Ryu has many body conditioning methods using items found in nature. The school also teaches Ono (a very large axe), Otsuchi (a very large hammer), and Odachi (a huge sword). According to Bujinkan legends, it was founded by Genpachiro Tameyoshi in the middle of the 12th century. |
Quote:
Kukishin Ryu is a samurai school of jujutsu, Yoroi Kumiuchi (Grappling in Samurai armour), kenjutsu, bojutsu, sojutsu, naginatajutsu, juttejutsu, Bo-ryaku (Strategy), and Sui Ren in Ka Ren (Use of water and fire), bajutsu. The Kukishin Samurai were naval warriors, the techniques were designed to be used on a slippery, rocking boat. One training method that is sometimes used today, is to practice on frozen surfaces or ball bearings. Kukishin Ryu was founded in the 14th century by Kuki Yakushimaru Ryushin. |
Can you imagine a class in gw that had mastered just three of these schools, and could use them effectively? I haven't seen any skills so far that deal with these kind of things, that's definitely a route worth looking into as far as building the new assassin class.
Maybe the assassin class could have the 9 schools of Bujinkan Budō Taijutsu as their attribute lines, and the player would choose to master the schools that they enjoyed the style of the most.
Guardian of the Light
Ok can we go back to creating skills I can't think of any more.
S H I N O B I
Quote:
Originally Posted by jesh
Can you imagine a class in gw that had mastered just three of these schools, and could use them effectively? I haven't seen any skills so far that deal with these kind of things, that's definitely a route worth looking into as far as building the new assassin class.
Maybe the assassin class could have the 9 schools of Bujinkan Budō Taijutsu as their attribute lines, and the player would choose to master the schools that they enjoyed the style of the most. |
Anet: for character attack animation ideas please check out the first episode of "Basilisk: Koga Ninpou Chou"