Ideas for the New Assassin Profession
Guardian of the Light
They're mostly likely not going to raise the cap but I'm not too sure.
Its good we have some we people with ideas after 13 pages I thinks I'm clean of ideas .
Its good we have some we people with ideas after 13 pages I thinks I'm clean of ideas .
Phades
Quote:
Originally Posted by Rikimaru
Oh my god... there are too many problems with that post to point out.
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Roupe
How about slots for quick using equipment (using skill slots for it)
Alchemy/pyrotechnics/
the assasin gathers components (or buys certain mixtures) that can be "cast" /used from inventory using these item slots on skill bar for varius effects
recepies & gear would be found through quests as rewards or discoveries or purchused at certain locations
shurikens, smoke bombs, caltrops etc
Alchemy/pyrotechnics/
the assasin gathers components (or buys certain mixtures) that can be "cast" /used from inventory using these item slots on skill bar for varius effects
recepies & gear would be found through quests as rewards or discoveries or purchused at certain locations
shurikens, smoke bombs, caltrops etc
Rikimaru
Quote:
Originally Posted by Roupe
How about slots for quick using equipment (using skill slots for it)
Alchemy/pyrotechnics/ the assasin gathers components (or buys certain mixtures) that can be "cast" /used from inventory using these item slots on skill bar for varius effects recepies & gear would be found through quests as rewards or discoveries or purchused at certain locations shurikens, smoke bombs, caltrops etc |
Guardian of the Light
Quote:
Originally Posted by Rikimaru
That's exactly what I hope doesn't happen... has anyone played Final Fantasy XI or WoW?
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jesh
Quote:
Originally Posted by darkdragon99
i think the assasin should have 3 energy regen and 30 energy after armor i mean come on the reason the assasin needs the added energy is to use said evade skill they will be in melee range so it's far from a ranger clone
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Dodge
Escape
Lightning Reflexes
Whirling Defense
Dryder's Defense
ghezbora
Ok, I'm sure some of this is already out here, but I don't want to read all 13 pages (so sue me). here's what i envision for the assassin. sort of a "spirit warrior" using his/her chi to evade/resist damage and score critical hits/interrupts. my description isnt complete, but it should give you an idea.
Armor:
70AL + 10AL vs Physical
3 pip regen
25 energy base
Special items (intended only for Assassins):
Dagger, off-hand
cannot be used for normal attacking, but can be used in some dual-wielding skills (see below) and for parrying
inherent benefit could be chance to block and/or +energy (but not up to +12, more like +6 max)
primary weapons would typically be sword/axe
Attributes:
Chi Mastery (Primary) -- for each point in Chi Mastery, you gain 2% chance to "evade" attacks and 2AL. Some skills, particularly those dealing with evading enemies and preparing for attacks, are improved with higher Chi Mastery.
Distraction -- No inherent effect. Some skills, particularly those dealing with distracting or disabling enemies, are improved with higher Distraction.
Dagger Mastery -- For each point in Dagger Mastery, while wielding a dagger, you gain 2% chance to "block" attacks. Some skills, particularly those dealing with parrying or dual-handed attacks, are improved with higher Dagger Mastery.
Chi
works like adrenaline, but you gain chi when you strike, "block," or "evade," and you lose chi when you are hit
Sample skills:
Chi Resistance -- stance -- 5e, 30r
for 10...18 seconds, all damage is reduced by 10...40% and also by 5...15 points
attr: Chi Mastery
Chi Speed -- stance -- 5chi, 30r
for 10...18 seconds, your movement and attack speeds are increased by 25%
attr: Chi Mastery
Chi Shield -- Elite stance -- 10e, 60r
for 10...18 seconds, all damage is reduced by 20...75% and also by 10...24 points
attr: Chi Mastery
Teleport -- Spell -- 25e, 1/4c, 60r
teleport 120 feet forward in the direction you are facing. all your skills are disabled for 12...2 seconds (to keep non-assassins from using this...)
Attr: Chi Mastery
Telestrike -- Elite Spell -- 20e, 1/4c, 60r
teleport to target foe and strike for 15...60 damage. all your skills are disabled for 12...2 seconds.
Attr: Chi Mastery
Chi Heal -- skill -- 5chi
Heal yourself for 20...70 points
Attr: Chi Mastery
Chi Focus -- Attack skill -- 8chi
This attack, if it hits, is a critical hit, and target foe's action is interrupted
Attr: none
Spin Strike -- Stance -- 5e, 10r
For 10 seconds, while wielding a dagger, the next time you would be struck in melee, the attack is "blocked" and you strike for 10...40 damage
Attr: Dagger Mastery
Dagger Parry -- Stance -- 8chi
For 10...18 seconds, while wielding a dagger, you have a 50...80% chance to "block" arrows and magical projectiles. Arrows and magical projectiles blocked in this way have a 0...20% chance of returning to the attacker.
Attr: Dagger mastery
Dagger Feint -- Skill -- 10e, 10r
Feint with your dagger, interrupting target foe's action. If that action was a skill, that skill is disabled for an additional 20 seconds.
Attr: none
Jugular Strike -- Elite Attack Skill -- 5chi
Feint, and strike with your dagger, dealing 30...80 damage and causing target foe to suffer from bleeding and deep wound for 16...30 seconds.
Attr: Dagger Mastery
Smoke Bomb -- Skill -- 15e, 2c, 45r
Launch a smoke bomb at target foe. Target foe and all foes in the area (earthquake/shout range) are blinded for 5...12 seconds.
Attr: Distraction
Flash Bang -- Skill -- 20e, 2c, 60r
Launch a flash bang at target foe. Target foe and all foes in the area are dazed for 8...16 seconds
Attr: Distraction
Rake Eyes -- Skill -- 5e, 5r
Rake your dagger across target foe's eyes. Target foe is blinded for 5...15 seconds.
Attr: Distraction
the original idea was for it to be a lot like a Jedi Knight, but without the copyright infringement. but it needs to be a bit more complicated for GW, each profession should be able to do multiple things. this clearly isnt complete (only 3 atributes?!) but it should give the flavor i think.
Additions / feedback welcome!
Armor:
70AL + 10AL vs Physical
3 pip regen
25 energy base
Special items (intended only for Assassins):
Dagger, off-hand
cannot be used for normal attacking, but can be used in some dual-wielding skills (see below) and for parrying
inherent benefit could be chance to block and/or +energy (but not up to +12, more like +6 max)
primary weapons would typically be sword/axe
Attributes:
Chi Mastery (Primary) -- for each point in Chi Mastery, you gain 2% chance to "evade" attacks and 2AL. Some skills, particularly those dealing with evading enemies and preparing for attacks, are improved with higher Chi Mastery.
Distraction -- No inherent effect. Some skills, particularly those dealing with distracting or disabling enemies, are improved with higher Distraction.
Dagger Mastery -- For each point in Dagger Mastery, while wielding a dagger, you gain 2% chance to "block" attacks. Some skills, particularly those dealing with parrying or dual-handed attacks, are improved with higher Dagger Mastery.
Chi
works like adrenaline, but you gain chi when you strike, "block," or "evade," and you lose chi when you are hit
Sample skills:
Chi Resistance -- stance -- 5e, 30r
for 10...18 seconds, all damage is reduced by 10...40% and also by 5...15 points
attr: Chi Mastery
Chi Speed -- stance -- 5chi, 30r
for 10...18 seconds, your movement and attack speeds are increased by 25%
attr: Chi Mastery
Chi Shield -- Elite stance -- 10e, 60r
for 10...18 seconds, all damage is reduced by 20...75% and also by 10...24 points
attr: Chi Mastery
Teleport -- Spell -- 25e, 1/4c, 60r
teleport 120 feet forward in the direction you are facing. all your skills are disabled for 12...2 seconds (to keep non-assassins from using this...)
Attr: Chi Mastery
Telestrike -- Elite Spell -- 20e, 1/4c, 60r
teleport to target foe and strike for 15...60 damage. all your skills are disabled for 12...2 seconds.
Attr: Chi Mastery
Chi Heal -- skill -- 5chi
Heal yourself for 20...70 points
Attr: Chi Mastery
Chi Focus -- Attack skill -- 8chi
This attack, if it hits, is a critical hit, and target foe's action is interrupted
Attr: none
Spin Strike -- Stance -- 5e, 10r
For 10 seconds, while wielding a dagger, the next time you would be struck in melee, the attack is "blocked" and you strike for 10...40 damage
Attr: Dagger Mastery
Dagger Parry -- Stance -- 8chi
For 10...18 seconds, while wielding a dagger, you have a 50...80% chance to "block" arrows and magical projectiles. Arrows and magical projectiles blocked in this way have a 0...20% chance of returning to the attacker.
Attr: Dagger mastery
Dagger Feint -- Skill -- 10e, 10r
Feint with your dagger, interrupting target foe's action. If that action was a skill, that skill is disabled for an additional 20 seconds.
Attr: none
Jugular Strike -- Elite Attack Skill -- 5chi
Feint, and strike with your dagger, dealing 30...80 damage and causing target foe to suffer from bleeding and deep wound for 16...30 seconds.
Attr: Dagger Mastery
Smoke Bomb -- Skill -- 15e, 2c, 45r
Launch a smoke bomb at target foe. Target foe and all foes in the area (earthquake/shout range) are blinded for 5...12 seconds.
Attr: Distraction
Flash Bang -- Skill -- 20e, 2c, 60r
Launch a flash bang at target foe. Target foe and all foes in the area are dazed for 8...16 seconds
Attr: Distraction
Rake Eyes -- Skill -- 5e, 5r
Rake your dagger across target foe's eyes. Target foe is blinded for 5...15 seconds.
Attr: Distraction
the original idea was for it to be a lot like a Jedi Knight, but without the copyright infringement. but it needs to be a bit more complicated for GW, each profession should be able to do multiple things. this clearly isnt complete (only 3 atributes?!) but it should give the flavor i think.
Additions / feedback welcome!
Guardian of the Light
Why is everyone worried about creating a melee ranger clone becaue we want the assassin to have 3 pip energy reg and armor similiar to ranger.
Gee the Elementist and the Monk have the same AL and energy rengeration and they seem like two clones /endsarcasm
Gee the Elementist and the Monk have the same AL and energy rengeration and they seem like two clones /endsarcasm
darkdragon99
what you want to make a war clone with less armor and faster attack speed you might as well give all of there skills to adrinal and have no engery skills and take out there energy pool all together
Rikimaru
Quote:
Originally Posted by Guardian of the Light
Actually no I haven't. Some good ideas here.
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It's not real bad, it's just pointlessly irritating.
slimdim
Some Ideas had for skills, and weapons. Sorry if I'm repeating anyone, I'm tryign not to.
Skills
Find weakness: Melly (Dagger) Attack, 30% slower than normal attack but ignores 50% - 90% of targets armour. "The assasin looks for weaknesses in armour before launching the attack."
Distract: Inderct area based, Makes phantom target appear on radar PvE enemys react. "By throwing stones the assain can draw his enemys to a given lcation."
Disguse: Hiding skill, For 5-20 seconds assain appears to be an NPC (shown on radar and when tagreted as townsfolk also has cloths of generic townsfolk.) "The asasin digusies himslef to get closer to his target."
Invisibility: Hiding skill, For 2-10 seconds Player is invisbile (bouth on radar and in game) Broken if caught in attack or moves, but can lauch indierct attack skills.
Sneak: Hiding skil, For 5-20 seconds the player dose not appear or radar and is herder to spot (partialy transpaernt) but can be targeted. Broken after attack or skill used.
Final strike (sp): Attack, If killed while this is on asasins corps explodes and causes damahge to nearby enemys.
Sly hands: Disarming attack, at close range can make target enemy drop equiped weapon. (weapon is reserved for target NPCs can pick up)
Human shield: ???, Uses near by corps as a shid to absorb 20% - 50% of incomeing attacks lasts for 3-10 seconds.
Snipe: Ranged attack, Next ranged attack canot be dodged or miss, has 20% more range, and strikes for 50% more dammage but takes 5 seconds to setup. (think more powerfull one shot version of read the wind)
Backstab: Distraction, Player appaears (on radar and in game) to jion attack team/ cherekters for 15-40seconds. Can take damag from bouth teams.
Poisond tip: Attack, Next attck causes poisoning for 10-20 seconds.
Poisoning: Aerea attack, Cuases all players that are being healed in target area to become poisoned for 5-10 seconds (also brakes healing)
Weapns:
Crossbow 2 handed higer maxdamage than other bows. 100% acurasy.
Upgrades: trigger, limbs.
Blowgun 1 handed max damage 20 max acurasy 85%
Upgrades: Shaft, dart.
Dagger: 1 handed 18 max damage
Upgrades: Hilt, blade.
Garrot: 2 handed 100 max damage ignores 30% armour 30% slower attack rate when usieng.
Upgrades: Wire, handle.
Throwing knives: 1 handed, 18 max damage max accurasy 70% (higher rate of fire than bows)
Upgrades: tip, blade.
Parrying dagger: used in off hand 20% chance to block mele attacks, can be used for dagger attacks when other weapon equiped.
Skills
Find weakness: Melly (Dagger) Attack, 30% slower than normal attack but ignores 50% - 90% of targets armour. "The assasin looks for weaknesses in armour before launching the attack."
Distract: Inderct area based, Makes phantom target appear on radar PvE enemys react. "By throwing stones the assain can draw his enemys to a given lcation."
Disguse: Hiding skill, For 5-20 seconds assain appears to be an NPC (shown on radar and when tagreted as townsfolk also has cloths of generic townsfolk.) "The asasin digusies himslef to get closer to his target."
Invisibility: Hiding skill, For 2-10 seconds Player is invisbile (bouth on radar and in game) Broken if caught in attack or moves, but can lauch indierct attack skills.
Sneak: Hiding skil, For 5-20 seconds the player dose not appear or radar and is herder to spot (partialy transpaernt) but can be targeted. Broken after attack or skill used.
Final strike (sp): Attack, If killed while this is on asasins corps explodes and causes damahge to nearby enemys.
Sly hands: Disarming attack, at close range can make target enemy drop equiped weapon. (weapon is reserved for target NPCs can pick up)
Human shield: ???, Uses near by corps as a shid to absorb 20% - 50% of incomeing attacks lasts for 3-10 seconds.
Snipe: Ranged attack, Next ranged attack canot be dodged or miss, has 20% more range, and strikes for 50% more dammage but takes 5 seconds to setup. (think more powerfull one shot version of read the wind)
Backstab: Distraction, Player appaears (on radar and in game) to jion attack team/ cherekters for 15-40seconds. Can take damag from bouth teams.
Poisond tip: Attack, Next attck causes poisoning for 10-20 seconds.
Poisoning: Aerea attack, Cuases all players that are being healed in target area to become poisoned for 5-10 seconds (also brakes healing)
Weapns:
Crossbow 2 handed higer maxdamage than other bows. 100% acurasy.
Upgrades: trigger, limbs.
Blowgun 1 handed max damage 20 max acurasy 85%
Upgrades: Shaft, dart.
Dagger: 1 handed 18 max damage
Upgrades: Hilt, blade.
Garrot: 2 handed 100 max damage ignores 30% armour 30% slower attack rate when usieng.
Upgrades: Wire, handle.
Throwing knives: 1 handed, 18 max damage max accurasy 70% (higher rate of fire than bows)
Upgrades: tip, blade.
Parrying dagger: used in off hand 20% chance to block mele attacks, can be used for dagger attacks when other weapon equiped.
Guardian of the Light
[QUOTE=slimdim]Backstab: Distraction, Player appaears (on radar and in game) to jion attack team/ cherekters for 15-40seconds. Can take damag from bouth teams.
[QUOTE]
LOL that name has been used 1000 times on here
[QUOTE]
LOL that name has been used 1000 times on here
knock kneed knobby
if this assasin ends up too much like a ranger i will not be pleased...
anyway, the TYPE of skills needs to be similiar to ones already in teh game.
Sure having a radar blocking ability or anti enemy aggro will be coool, but it wont fit in the game mechanics.
Arena net have made a mistake in putting in a new character unless they deliberately left gaps in the original game (which seems unlikely as the game rules, exept mesmers should be better :s )
If arenanet try to force a new class in that they had'nt previously planned the game to contain, it will gay the game in the anal.
Despite this arenanet have rocked at keeping the characters diverse and balanced up until now, so by all means they could introduce the assasin sucessfully.
Sorry about my rant and my probable bad english, im in a quick scribbly mood
anyway, the TYPE of skills needs to be similiar to ones already in teh game.
Sure having a radar blocking ability or anti enemy aggro will be coool, but it wont fit in the game mechanics.
Arena net have made a mistake in putting in a new character unless they deliberately left gaps in the original game (which seems unlikely as the game rules, exept mesmers should be better :s )
If arenanet try to force a new class in that they had'nt previously planned the game to contain, it will gay the game in the anal.
Despite this arenanet have rocked at keeping the characters diverse and balanced up until now, so by all means they could introduce the assasin sucessfully.
Sorry about my rant and my probable bad english, im in a quick scribbly mood
Robster Lobster
I haven't read the whole thread (sorry) but I had an idea I thought was okay.
Call condition- scout (new assasin ability, like stance, or enchantment), When used on target enemy, all conditions, hexes, enchantments, health and energy appear in the team chat channel.
Not sure what sort of cost or recharge time would suit it though.
Call condition- scout (new assasin ability, like stance, or enchantment), When used on target enemy, all conditions, hexes, enchantments, health and energy appear in the team chat channel.
Not sure what sort of cost or recharge time would suit it though.
777lax777
if assassins get evade, i can smell a nice combo comign up..--
Necor/Assassin
Attributess: spread throughout evade, curse, soul steal
Skill set:
-Any evade skills that work on self
-Price of Failure
How to use:
If u havnt guessed yet, use price of failure onn someone attacking u. IF evade and Price decide to stack, then u mite have a nasty lil combo on ur hands. Allows a normally weak necro to get up close, and makes a nice lil tank. Also, think about the running possibilities? run to droknars no problem if enemies cant hit u. Wouldnt work if evade becomes primary skill tho, cuz with the amount of hexing and skills ull need to do, ur gonna need the mana.
Necor/Assassin
Attributess: spread throughout evade, curse, soul steal
Skill set:
-Any evade skills that work on self
-Price of Failure
How to use:
If u havnt guessed yet, use price of failure onn someone attacking u. IF evade and Price decide to stack, then u mite have a nasty lil combo on ur hands. Allows a normally weak necro to get up close, and makes a nice lil tank. Also, think about the running possibilities? run to droknars no problem if enemies cant hit u. Wouldnt work if evade becomes primary skill tho, cuz with the amount of hexing and skills ull need to do, ur gonna need the mana.
777lax777
then again, my above combo wouldnt be allowed to happen uunless it was nerfed like hell, that has way too much possibilites
Monkey D Lufy
the assassin profession should be completely differnt from all the other professions so it makes the game more intres
ting
ting
777lax777
i want it to be a completely diff also, but it shouldnt be unfair lol
Louie Defang
This is my second language, so please be patient ppl!
Primary Attribute
I agree that the primary attribute would be speed, increasing evasion and attack rate.
Energy
The assassin would have a rather high energyrate. Its primary strength would be the use of skills, rather than brute force.
The role of the assassin
In the most rpg games the assassin or rouge are very weak in 1 to 1 combat, but very strong when it attack behind the back of its victim. I think that it would be rather strong, facing the opponent as well. Not by rawstrength, but thanks to the usage of skills and speed. You wouldn´t be hopleless, facing a foe without being invisible or in an other way, hidden. Ofcourse, the backstab bonus is rather important, but this would mean, that it wouldn't need to be that high as in the most rpg games I have played. In wich the damage sometimes increases ten times, from face to face attack to backstab. This would make the assassin funnier to play. And this would make the class more usefull; when you play with other persons, rather than with henches, you are fighting more alone, they are ofcouse, not supporting you every moment you are caught flattfoted.
Primary Attribute
I agree that the primary attribute would be speed, increasing evasion and attack rate.
Energy
The assassin would have a rather high energyrate. Its primary strength would be the use of skills, rather than brute force.
The role of the assassin
In the most rpg games the assassin or rouge are very weak in 1 to 1 combat, but very strong when it attack behind the back of its victim. I think that it would be rather strong, facing the opponent as well. Not by rawstrength, but thanks to the usage of skills and speed. You wouldn´t be hopleless, facing a foe without being invisible or in an other way, hidden. Ofcourse, the backstab bonus is rather important, but this would mean, that it wouldn't need to be that high as in the most rpg games I have played. In wich the damage sometimes increases ten times, from face to face attack to backstab. This would make the assassin funnier to play. And this would make the class more usefull; when you play with other persons, rather than with henches, you are fighting more alone, they are ofcouse, not supporting you every moment you are caught flattfoted.
actionjack
Some possible Stance Breaker type of skills
Unblocking Hand:
15e| 2c | 45r : In T seconds, your attack can not be dodge, block, or Parry.
Low Swipe:
10e| 0c | 30r : If target is in a Stance, target will be knock down and suffer X extra points.
Stance Breaker:
15e| 2c | 30r : Break the Current Stances the target is in.
Knee Breaker:
15e| 1c | 45r : Cause Cripple, and Target can not do Stance Skill in the next T seconds.
Trade Stance: (e)
15e| 1c | 45r : If target is in a Stance, it would end the effect for it, but you would take on the effect of that stance for the duration.
Unblocking Hand:
15e| 2c | 45r : In T seconds, your attack can not be dodge, block, or Parry.
Low Swipe:
10e| 0c | 30r : If target is in a Stance, target will be knock down and suffer X extra points.
Stance Breaker:
15e| 2c | 30r : Break the Current Stances the target is in.
Knee Breaker:
15e| 1c | 45r : Cause Cripple, and Target can not do Stance Skill in the next T seconds.
Trade Stance: (e)
15e| 1c | 45r : If target is in a Stance, it would end the effect for it, but you would take on the effect of that stance for the duration.
Guardian of the Light
Quote:
Originally Posted by actionjack
Some possible Stance Breaker type of skills
Unblocking Hand: 15e| 2c | 45r : In T seconds, your attack can not be dodge, block, or Parry. Low Swipe: 10e| 0c | 30r : If target is in a Stance, target will be knock down and suffer X extra points. Stance Breaker: 15e| 2c | 30r : Break the Current Stances the target is in. Knee Breaker: 15e| 1c | 45r : Cause Cripple, and Target can not do Stance Skill in the next T seconds. Trade Stance: (e) 15e| 1c | 45r : If target is in a Stance, it would end the effect for it, but you would take on the effect of that stance for the duration. |
knock kneed knobby
[QUOTE=actionjack]Some possible Stance Breaker type of skills
Unblocking Hand:
15e| 2c | 45r : In T seconds, your attack can not be dodge, block, or Parry.
Low Swipe:
10e| 0c | 30r : If target is in a Stance, target will be knock down and suffer X extra points.
Stance Breaker:
15e| 2c | 30r : Break the Current Stances the target is in.
QUOTE]
SKILL....
Blatently this would be and awesome aspect, but you would have to be able to see stances easier or something.
Everybodt else has said dodging and noone has thought of stuff like this, this is what the game needs!! (a warrior/monk beater!)
Unblocking Hand:
15e| 2c | 45r : In T seconds, your attack can not be dodge, block, or Parry.
Low Swipe:
10e| 0c | 30r : If target is in a Stance, target will be knock down and suffer X extra points.
Stance Breaker:
15e| 2c | 30r : Break the Current Stances the target is in.
QUOTE]
SKILL....
Blatently this would be and awesome aspect, but you would have to be able to see stances easier or something.
Everybodt else has said dodging and noone has thought of stuff like this, this is what the game needs!! (a warrior/monk beater!)
dodobird
Since its assassin it should hav some "ninja-like" skills such as blending in with the terrain. or disguise as an enemy. But last only like 15-45secs.
They should also be able to go over ppl, for example if the assassin gets surrounded bby tanks they should be able to go over them with certain skills.
They should also have a smaller aggroe area
An attribute thats sorta like soulreaping but instead u gain life
They should also be able to go over ppl, for example if the assassin gets surrounded bby tanks they should be able to go over them with certain skills.
They should also have a smaller aggroe area
An attribute thats sorta like soulreaping but instead u gain life
Martian
I think wot the Assasin needs is a good, two-handed Katana
R/W Ninjas just dont look ninja-y without them. But then would assasin be good on top of ranger for a ninja build at all????? I can only hope.
R/W Ninjas just dont look ninja-y without them. But then would assasin be good on top of ranger for a ninja build at all????? I can only hope.
Ipse_Dixit
Here's what I think makes scence for the assasin. I think it should rely a good portion on engery and alot on stealth(<- obviously). The reason I say energy instead of adrinealine is because it stealth skill could provide a major unbalance in the proffesions. Let's say the assasin has a skill called "invisiblity" that allows the assasin to have no agro-circle, cannot be targeted and cannot be seen in the enviroment. This would be amazing for getting team together in PvP and just hiding, all attacking the same person and then hiding again. It would also make for a flawless drawer.... (not the right word, but it totally escaped me.) It would an unbeatable proffesion if it were not severly handicapped in someway. That is why I think it should be an engry sacrificer, to compliment the necro health sacrificing sort of.... Big advantages for big energy. Like one hit kill skills that have a low hit rate and high engery cost/degen rate, but are invaluble if they can hit. I think that makes the most scence for the assasin.
I think it would be cool to have another special skill, too. It would work for the assasin, or another new Proffesion. The ability to redirect spells, hexes and enchantments cast on his/her self. I.E. the assasin could allow a necro with a great curse that needs a touched target to cast the spell on himself(the assasin) and the assisn could use stealth skills to carry it to the intended target rather than putting the slightly frailer caster in harms way. Of course, that's just a cool thought I had.
I think it would be cool to have another special skill, too. It would work for the assasin, or another new Proffesion. The ability to redirect spells, hexes and enchantments cast on his/her self. I.E. the assasin could allow a necro with a great curse that needs a touched target to cast the spell on himself(the assasin) and the assisn could use stealth skills to carry it to the intended target rather than putting the slightly frailer caster in harms way. Of course, that's just a cool thought I had.
Aeros
Disarm
Cost: 10e
Casting time: 1 second
For 10-25 seconds, target physical damage wielding enemy can not attack
Stun
Cost: 5e or 4a
Casting time 3/4
For 5 seconds, any attack by target foe fails, and for each attack that has failed under Stun, he suffers 20-60 damage
Sting
Cost 5e of 4a
Casting time 3/4
Interrupt target foes action, if foe is casting or attacking he is interrupted, suffers from poison for 5-15 seconds, and takes 10-40 damage
Black Powder
Cost 5e or 4a
Casting time 1 second
Interrupt target foes action, if casting, target foe becomes dazed for 5-20 seconds. If attacking, target foe becomes blind for 5-20 seconds
Just a few ideas =D
Cost: 10e
Casting time: 1 second
For 10-25 seconds, target physical damage wielding enemy can not attack
Stun
Cost: 5e or 4a
Casting time 3/4
For 5 seconds, any attack by target foe fails, and for each attack that has failed under Stun, he suffers 20-60 damage
Sting
Cost 5e of 4a
Casting time 3/4
Interrupt target foes action, if foe is casting or attacking he is interrupted, suffers from poison for 5-15 seconds, and takes 10-40 damage
Black Powder
Cost 5e or 4a
Casting time 1 second
Interrupt target foes action, if casting, target foe becomes dazed for 5-20 seconds. If attacking, target foe becomes blind for 5-20 seconds
Just a few ideas =D
toastgodsupreme
So I came to this thread from another thread talking about GG speaking about Ch2. lol
But as I look through some of these skill "ideas" I'm seeing a lot of Ragnarok Online comming back to me. My first class that I really got hooked on in that game was an assassin. Some of these skills look like they've been pulled right from that game (from the Rogue class too).
Oh well, either originality is dead OR some of these guys truly are original, but the idea was thought of first.
Edit: Haven't looked through all 9 pages. Just a few.
But as I look through some of these skill "ideas" I'm seeing a lot of Ragnarok Online comming back to me. My first class that I really got hooked on in that game was an assassin. Some of these skills look like they've been pulled right from that game (from the Rogue class too).
Oh well, either originality is dead OR some of these guys truly are original, but the idea was thought of first.
Edit: Haven't looked through all 9 pages. Just a few.
Guardian of the Light
*jumps* aaaa I thought ths thread was dead
Martian
Nerve Slice: Target foe suffers from crippled for 3-12 secs and fails their next action.
aeronox
I've read just about all the thread. Here's my tiny thoughts...
Two special weapon types - Dual Melee and Darts. The magazine article suggests it's not ~true~ dual wielding - "one long, one short" - indicating you use one sword/axe/katana and another weapon, which is like a focus but for melee. Darts have half normal projectile range. There are skills for both weapon types. A tactic might be to run in, fight a bit, then use darts for a while.
I suggest that the primary attribute is Dual Wielding. This is entirely unique in this game. Others might be Dart Mastery/Precision, Guile/Cunning, and Calmness. Alternative words for Dart: Quill, Barb, Spike, Thorn.
Ok, I just had an idea. Let me think it through here...
First, change the name Mesmer Elite Hex "Panic"... or leave it, just change the effect to tie in with this idea.
It was sorta suggested earlier. A Warrior gains adrenaline when hits. An Assassin loses Composure when she gets hit. Skills fade as she loses Composure. The Calmness attribute line has an inherent effect of reducing composure loss, and/or improves skills under the attribute that generally consist of Meditations/Trances and her survival.
Meditation/Trance: A new stance/shout/enchant type of skill, self only. Upon activation it will remain in effect until deactivated or interrupted. Essentially, it has infinite activation time, and zero cast time; but for all interrupt purposes it acts like a skill being used. Meditations will typically have an accumulative effect (with a limit), and an Assassin will be disadvantaged during this time. I got the idea from the article, "calming her mind and centering herself for the task ahead." I think I'll format my ideas properly...
--------------------
Assassin
Attributes:
Armor:
Roughly that of a monk. Each item gives 0.5-1% bonus to speed or evasion ("qualitative" description, ie Improves Speed. different types)?
Energy:
Between Ranger and Warrior. Energy regen 3-4 (perhaps a head armor piece gives +1 energy regen, at a cost; you can't do 16 in an attribute then).
--------------------
And now I see an issue. Who loses Composure - just Primaries? No. Any Assassin, primary or secondary, may only use skills that are highlighted, just like a warrior's. Most Assassin skills require BOTH Composure and Energy (low energy; 5-10 for most). Composure is the reverse of Adrenaline - you gain it over time (until 100%), but lose it when hit/damaged. You would only invest in Calmness if you used Assassin skills. Phew. I thought I'd found a major bug in my suggestion. If I've confused you, sorry, just say. I'm writing this as it comes. This is my most unordered post ever.
You will realise that evasion becomes far more important once you consider Composure. Avoiding those blows is now a high priority to any Assassin. My main concern, now, is that once lost, Composure will be a proverbial b1tch to get back.
When I saw the picture, I thought of Shiek in Smash Bros Melee. All those darts and daggers on her... She's my character of choice.
On a slightly related note, give us Rapiers. I practically drool over the pic of the female Mesmer using one. My IW stylishness would go up 500%
I think people need to start thinking more about how their suggestions mix with other professions - A/*, and */A. Very few posts have done so.
As I read the previous suggestions I thought up some of my own. All of them have already been mentioned ^_^ Most important, was:
Gag
Attack Skill. If this attack hits, target foe loses all Shout effects, and cannot use a Shout for (#..#) seconds. (Attribute: Guile)
Double Self
Skill. Create an image of yourself at your current location, with (#..#) Health. Your image takes #% of your damage for you. Double Self fails after (#..#) seconds. It leaves no corpse. (Attribute: Guile)
Shadow Step
Skill. For (#..#) seconds, enemies do not have Line Of Sight with you. (Attribute: Composure)
I don't like "if facing the back" conditional skills because laggy players will be at supreme disadvantage. Also, "X" will turn you 180 degrees. Additionally, most suggested backstabbing skills are too powerful.
About Invisibility/Stealth: If they had it implemented in Rangers for Alpha, then it probably worked to some degree. It was mentioned only once, and I was shocked - what if the Assassin remains perfectly visible and targetable, but you don't have "Line of Sight" (for a time) - Arrows and some Spells would not work, but a Warrior and most Mesmer/Necromancer spells would still work.
Speed is something that simply MUST be a part of what an Assassin is. Thus i suggested it is inherent in the armor.
I agree with what some said - "evade" is overused, and it's getting boring (heh... coming from a person using Distortion in every second build);
This is the only RPG/whatever game I've played, and this is both assurance and a worry. I can safely suggest things and be totally oblivious to how other games might have used it already. Sadly, I can't tell when another's idea is unique or just a clone from another game.
I play Guild Wars for Mesmers; I play Mesmers for finesse and cunning. I think I'll fall in love with Assassins, too, as long as they aren't stupidly common. This has to be a difficult class to master, too.
I'm posting this before it gets out of hand. I really did think it'd be a tiny post o_0
Two special weapon types - Dual Melee and Darts. The magazine article suggests it's not ~true~ dual wielding - "one long, one short" - indicating you use one sword/axe/katana and another weapon, which is like a focus but for melee. Darts have half normal projectile range. There are skills for both weapon types. A tactic might be to run in, fight a bit, then use darts for a while.
I suggest that the primary attribute is Dual Wielding. This is entirely unique in this game. Others might be Dart Mastery/Precision, Guile/Cunning, and Calmness. Alternative words for Dart: Quill, Barb, Spike, Thorn.
Ok, I just had an idea. Let me think it through here...
First, change the name Mesmer Elite Hex "Panic"... or leave it, just change the effect to tie in with this idea.
It was sorta suggested earlier. A Warrior gains adrenaline when hits. An Assassin loses Composure when she gets hit. Skills fade as she loses Composure. The Calmness attribute line has an inherent effect of reducing composure loss, and/or improves skills under the attribute that generally consist of Meditations/Trances and her survival.
Meditation/Trance: A new stance/shout/enchant type of skill, self only. Upon activation it will remain in effect until deactivated or interrupted. Essentially, it has infinite activation time, and zero cast time; but for all interrupt purposes it acts like a skill being used. Meditations will typically have an accumulative effect (with a limit), and an Assassin will be disadvantaged during this time. I got the idea from the article, "calming her mind and centering herself for the task ahead." I think I'll format my ideas properly...
--------------------
Assassin
Attributes:
- Dual Wielding {Primary} - Reduces penalty from using double weapons. Improves skills using both weapons.
- Precision - Improves Dart-throwing skills.
- Guile - Improves skills of trickery and stealth.
- Calmness - Inherently reduces loss of Composure. Improves skills of survival.
Armor:
Roughly that of a monk. Each item gives 0.5-1% bonus to speed or evasion ("qualitative" description, ie Improves Speed. different types)?
Energy:
Between Ranger and Warrior. Energy regen 3-4 (perhaps a head armor piece gives +1 energy regen, at a cost; you can't do 16 in an attribute then).
--------------------
And now I see an issue. Who loses Composure - just Primaries? No. Any Assassin, primary or secondary, may only use skills that are highlighted, just like a warrior's. Most Assassin skills require BOTH Composure and Energy (low energy; 5-10 for most). Composure is the reverse of Adrenaline - you gain it over time (until 100%), but lose it when hit/damaged. You would only invest in Calmness if you used Assassin skills. Phew. I thought I'd found a major bug in my suggestion. If I've confused you, sorry, just say. I'm writing this as it comes. This is my most unordered post ever.
You will realise that evasion becomes far more important once you consider Composure. Avoiding those blows is now a high priority to any Assassin. My main concern, now, is that once lost, Composure will be a proverbial b1tch to get back.
When I saw the picture, I thought of Shiek in Smash Bros Melee. All those darts and daggers on her... She's my character of choice.
On a slightly related note, give us Rapiers. I practically drool over the pic of the female Mesmer using one. My IW stylishness would go up 500%
I think people need to start thinking more about how their suggestions mix with other professions - A/*, and */A. Very few posts have done so.
As I read the previous suggestions I thought up some of my own. All of them have already been mentioned ^_^ Most important, was:
Gag
Attack Skill. If this attack hits, target foe loses all Shout effects, and cannot use a Shout for (#..#) seconds. (Attribute: Guile)
Double Self
Skill. Create an image of yourself at your current location, with (#..#) Health. Your image takes #% of your damage for you. Double Self fails after (#..#) seconds. It leaves no corpse. (Attribute: Guile)
Shadow Step
Skill. For (#..#) seconds, enemies do not have Line Of Sight with you. (Attribute: Composure)
I don't like "if facing the back" conditional skills because laggy players will be at supreme disadvantage. Also, "X" will turn you 180 degrees. Additionally, most suggested backstabbing skills are too powerful.
About Invisibility/Stealth: If they had it implemented in Rangers for Alpha, then it probably worked to some degree. It was mentioned only once, and I was shocked - what if the Assassin remains perfectly visible and targetable, but you don't have "Line of Sight" (for a time) - Arrows and some Spells would not work, but a Warrior and most Mesmer/Necromancer spells would still work.
Speed is something that simply MUST be a part of what an Assassin is. Thus i suggested it is inherent in the armor.
I agree with what some said - "evade" is overused, and it's getting boring (heh... coming from a person using Distortion in every second build);
This is the only RPG/whatever game I've played, and this is both assurance and a worry. I can safely suggest things and be totally oblivious to how other games might have used it already. Sadly, I can't tell when another's idea is unique or just a clone from another game.
I play Guild Wars for Mesmers; I play Mesmers for finesse and cunning. I think I'll fall in love with Assassins, too, as long as they aren't stupidly common. This has to be a difficult class to master, too.
I'm posting this before it gets out of hand. I really did think it'd be a tiny post o_0
actionjack
Quote:
Originally Posted by aeronox
I've read just about all the thread. Here's my tiny thoughts...
Two special weapon types - Dual Melee and Darts. The magazine article suggests it's not ~true~ dual wielding - "one long, one short" - indicating you use one sword/axe/katana and another weapon, which is like a focus but for melee. Darts have half normal projectile range. There are skills for both weapon types. A tactic might be to run in, fight a bit, then use darts for a while. I suggest that the primary attribute is Dual Wielding. This is entirely unique in this game. Others might be Dart Mastery/Precision, Guile/Cunning, and Calmness. Alternative words for Dart: Quill, Barb, Spike, Thorn. Ok, I just had an idea. Let me think it through here... First, change the name Mesmer Elite Hex "Panic"... or leave it, just change the effect to tie in with this idea. It was sorta suggested earlier. A Warrior gains adrenaline when hits. An Assassin loses Composure when she gets hit. Skills fade as she loses Composure. The Calmness attribute line has an inherent effect of reducing composure loss, and/or improves skills under the attribute that generally consist of Meditations/Trances and her survival. Meditation/Trance: A new stance/shout/enchant type of skill, self only. Upon activation it will remain in effect until deactivated or interrupted. Essentially, it has infinite activation time, and zero cast time; but for all interrupt purposes it acts like a skill being used. Meditations will typically have an accumulative effect (with a limit), and an Assassin will be disadvantaged during this time. I got the idea from the article, "calming her mind and centering herself for the task ahead." I think I'll format my ideas properly... -------------------- Assassin Attributes:
Armor: Roughly that of a monk. Each item gives 0.5-1% bonus to speed or evasion ("qualitative" description, ie Improves Speed. different types)? Energy: Between Ranger and Warrior. Energy regen 3-4 (perhaps a head armor piece gives +1 energy regen, at a cost; you can't do 16 in an attribute then). -------------------- And now I see an issue. Who loses Composure - just Primaries? No. Any Assassin, primary or secondary, may only use skills that are highlighted, just like a warrior's. Most Assassin skills require BOTH Composure and Energy (low energy; 5-10 for most). Composure is the reverse of Adrenaline - you gain it over time (until 100%), but lose it when hit/damaged. You would only invest in Calmness if you used Assassin skills. Phew. I thought I'd found a major bug in my suggestion. If I've confused you, sorry, just say. I'm writing this as it comes. This is my most unordered post ever. You will realise that evasion becomes far more important once you consider Composure. Avoiding those blows is now a high priority to any Assassin. My main concern, now, is that once lost, Composure will be a proverbial b1tch to get back. When I saw the picture, I thought of Shiek in Smash Bros Melee. All those darts and daggers on her... She's my character of choice. On a slightly related note, give us Rapiers. I practically drool over the pic of the female Mesmer using one. My IW stylishness would go up 500% I think people need to start thinking more about how their suggestions mix with other professions - A/*, and */A. Very few posts have done so. As I read the previous suggestions I thought up some of my own. All of them have already been mentioned ^_^ Most important, was: Gag Attack Skill. If this attack hits, target foe loses all Shout effects, and cannot use a Shout for (#..#) seconds. (Attribute: Guile) Double Self Skill. Create an image of yourself at your current location, with (#..#) Health. Your image takes #% of your damage for you. Double Self fails after (#..#) seconds. It leaves no corpse. (Attribute: Guile) Shadow Step Skill. For (#..#) seconds, enemies do not have Line Of Sight with you. (Attribute: Composure) I don't like "if facing the back" conditional skills because laggy players will be at supreme disadvantage. Also, "X" will turn you 180 degrees. Additionally, most suggested backstabbing skills are too powerful. About Invisibility/Stealth: If they had it implemented in Rangers for Alpha, then it probably worked to some degree. It was mentioned only once, and I was shocked - what if the Assassin remains perfectly visible and targetable, but you don't have "Line of Sight" (for a time) - Arrows and some Spells would not work, but a Warrior and most Mesmer/Necromancer spells would still work. Speed is something that simply MUST be a part of what an Assassin is. Thus i suggested it is inherent in the armor. I agree with what some said - "evade" is overused, and it's getting boring (heh... coming from a person using Distortion in every second build); This is the only RPG/whatever game I've played, and this is both assurance and a worry. I can safely suggest things and be totally oblivious to how other games might have used it already. Sadly, I can't tell when another's idea is unique or just a clone from another game. I play Guild Wars for Mesmers; I play Mesmers for finesse and cunning. I think I'll fall in love with Assassins, too, as long as they aren't stupidly common. This has to be a difficult class to master, too. I'm posting this before it gets out of hand. I really did think it'd be a tiny post o_0 |
I love the idea of Calmness... its very clever and very original game play mechanic.... but unsure if they should apply to Assassin (I am thinking better on a Mind class, like that of Tele or Psion) But can I steal it?
Overall, very good ideas in that post.
aeronox
I don't think Calmness/Tranquility/Composure whatever is far from an Assassin's theme - an Assassin must be controlled, collected and alert. When she's climbing a wall of the local Air Mage's Tower, with daggers between her teeth and poison vials on her belt, do you think she's a nervous wreck?
It creates a mechanism that will reduce... the power of certain builds.
It creates a mechanism that will reduce... the power of certain builds.
The Primeval King
I don't mean to seem harsh, but most of these skill Ideas sound alot like what the Assasin in Diablo 2 uses..
I'm wondering if there is a also a different class coming out besides Assasin? Not only would this increase the interest of playing Guild Wars (getting a new character to level 20 doesn't take months) but since the Assasin would be a new character, everyone would make one. That means hardly any monks to heal you or any other classes to help except for henchmen. I, for one, would not like to have to do all of the missions and quests with 6 other Assasins and 2 monk henchmen.
Just my thoughts
I'm wondering if there is a also a different class coming out besides Assasin? Not only would this increase the interest of playing Guild Wars (getting a new character to level 20 doesn't take months) but since the Assasin would be a new character, everyone would make one. That means hardly any monks to heal you or any other classes to help except for henchmen. I, for one, would not like to have to do all of the missions and quests with 6 other Assasins and 2 monk henchmen.
Just my thoughts
aeronox
It depends on what the primary att is... but to be honest, it'd take a verrrry nice char model & armor to take me away from my mesmers.
cin
forgive me if this has already been posted and my idea kinda carries over from being a Diablo II player...
How about giving the assassin a lock-pick skill? nothing automatic, mind you but a chance to open the chest without needing a key and it would cost energy to do it? Wouldn't be guaranteed entry to the chest on the first try, either.
say 5 energy to cast, duration (I'm not sure), and recharge would be 1 or 2 seconds...
Just a thought...
How about giving the assassin a lock-pick skill? nothing automatic, mind you but a chance to open the chest without needing a key and it would cost energy to do it? Wouldn't be guaranteed entry to the chest on the first try, either.
say 5 energy to cast, duration (I'm not sure), and recharge would be 1 or 2 seconds...
Just a thought...