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GameAmp: Your Ideas for more New Guild Wars Classes

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Forum >> PvE & Quest Discussion >> Battle in Ascalon >> Your Ideas for more New Guild Wars Classes

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mooseyfate Profile
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Your Ideas for more New Guild Wars Classes 

PLEASE READ CLASS LIST AND RULES BEFORE POSTING NEW IDEAS
If you see something that looks like your idea, please read the post and skim the following couple posts to see others comments on it. Then feel free to post your own take on the class, or comment.



CLASS LIST
Posts are organized by the page and order they first appear. A non-bold class one that's only touched upon.

p.1
Marauder mounts
Archanist arcane magic, divination
Skirmisher heavy front line infantry, body, spears, shields
Werecreature / Wanderer shape shifter
Demonologist / Warlock / Disciple summon demons, just classic evil demons or demons and angels, expanded on 7th post of p.6
Thief crossbow
Conjurer magic weapons/armor
Acrobat unarmed Brazilian
Defender defensive warrior
Egyptian Priest variation on p.6
Slaver whips, pain, overpower
Spirit Caller romulur, Clean My Bosha, mooseyfate three posts in a row
Chronomancer time mage
Heretic doesn't believe in magic, magic resistant
Rune Master a couple takes on this, see next page also

p.2
Instability Mage
Druid plant magic, animal control, herbalism, stone working
Alchemist
Strategist
Spell Lord
Shade
Summoner
Siren continued quite well in more detail on p.8

p.3
Pugilist fists/fist weapons
Dragoon spears and dragons. Dracomancer and Dragon Rider variations mentioned on p.5
Barbarian weapon mastery or dual wield
Officer mentioned, then expanded on 4 posts later
Weather Mage mentioned here, expanded slightly on 15th post of p.4
Doppelganger mentioned here, expanded on 15th post of p.4 and as Mincer p.7

p.4
Glaive/Polearm Warrior
Abjurer oath magic
Voodoo mostly voodoo doll type magic, deity possession magic mentioned in a comment
Demon Hunter / Demon Slayer first mentioned on p.3, commented on 6 posts later, expanded on 7th post of p.6
Deceiver
Plant Master plant magic like Druid, storm summoning like Weather Mage, antidotes like herbalism
Metal Forger
Samurai

p.5
Musician Bard variation on p.6, comment on p.7
Engineer
Martial Artist
Dreamer

p.6
Vanguard
Stone Mason
Tattoo Guy

p.7
Mutatiomage
Shadow
Kismet / Luck Mage
Siege Master
Splitter think Multiple Man
Wyrm Worshiper claw weapons
Countermagician
Speaker

p.8
Dreamer




RULES

  1. Post attributes and maybe a couple example skills. Please stay true to the Guild Wars attribute system (4 distinct attributes or 5 attributes if 3-4 attributes are different areas of focus like Warriors weapons or Elementalists specific elements).

  2. Avoid long skill lists (draining to read) and stats (invites people to say your class is unbalanced). Feel free to link to a different thread/discussion on your class, especially if getting into long skill lists or detailed stats.

  3. Including origin - either land they are from or history - adds nice flavor.

  4. Adhere to the concept that your class will combine with another class to make a Guild Wars character.




===========================================================

NOTE: the above part of this post was created when the thread got to page 7 to limit the same discussion/classes being mentioned. The below part of this post was the original post that started this thread.

===========================================================

Ok, I start by saying one thing that drew me to the game is how the user could use their imagination to create any type of character with just the 6 standard classes (ex. W/N death knight, W/Mo paladin, R/Me assassin, Mo/W kung-fu style monk, etc.). I argue that assassin skills could all pretty much fall under Me, R or W and ritualist skills under N, Mo, or R. I honestly wouldn't mind if future expansion games for GW only involved extra skills. Maybe an additional attribute type... but that might be hard to force on every class.

That being said, it's kind of fun to think of other classes for post-factions Guild Wars expansions. Here's an idea for GW 3 classes. Write you own, let's get a bunch of class ideas on this post just for the fun of it.

Setting: Arabian

Marauder [Ma] (formerly known as Raider/Nomad): Looks like the classic Arabian warrior. The kind that would roam to camps and villages to plunder and whatnot. Of course there'd have to be a noble spin on it. Kind of an assassin style class in that it's primarily melee with same ranged skills. I'm thinking off hand items for this class will be shields, torches, and unarmed (see below). Main hand items will be scimitars.
Attributes:
Contraptions - tools used for raiding and the like. Include Molotov Cocktails (range of short bow, AOE small damage and burning), snares, nets, bolas, some torch ability if using a torch off hand
Riding - like beast mastery, but applies only to mounts. Mounts would have two main purposes, travel and battle. Travel skills would include things like ride (long lasting speed skill that is easily interpretable), trek (shout skill that makes duration even longer). There would be some combat run skills, but they would be shorter duration and faster than sprint, something like charge. Battle skills would be like stomp, bite. For example, bite was used by war horses to distract an opponents mount (so a dismount type skill). There could also be some attack skills specific to riding for the rider (or these skills could be under Brawl).
Brawl (optional main attribute) - This would be the fighting skill. Include some minor attacks with main weapon and off hand abilities. Off hand abilities could be used depending on the one held. Shields would be small bucklers and have some attacks (unless too similar to shield bash). Touch would have some special attacks (like a blinding move). Unarmed would have grapple style abilities that hold or prevent dodge, or tackle. Brawl might be split into two attributes or there may only be one of these three off hand style abilities. On second thought, maybe clubs and unarmed to keep things in scope, but same general idea.
Rage (optional main attribute) - some barbarian style raw blood lust and demoralizing style shouts.

The animals you can tame as mounts would all be found in this Arabian continent. Horses of course, but others too, like some sort of humped beast, or reptile. Wolf riders would be very cool, but they don't really fit the Arabian theme, so there would have to be an environment on the continent conducive to them. Maybe 3-6 types to choose from all together. Some unique GW style animal with 2-4 of what they would normally have 1-2 of of course (guild wars Minotaurs have 4 horns, scorpions 2 tails, wales, 2 blow holes).

Arcanist [Ac]: This is the classic wizard that uses arcane magic energy style spells. Storyline wise they would travel in small number with bands of Raiders/Nomads, being the right hand of the chief Raider.
Attributes:
Divination - ways of seeing into the future. This type of spell would be slow casting. Would be things like glimpse of death (target sees how they are destined to die, and will avoid the next killing blow within so many seconds), premonition (party gets occasional glimpses into future and is able to dodge some attacks), soul gaze (lists the last 4 skills used by the opponent), inner vision (see all hexes and/or conditions and/or enchantments on a target (for or ally), ether site (see targets energy bar in addition to health).
Arcane Magic - Similar to one of the elemental schools, but deals in magic attacks made of pure magic (like the classic magic missile)
Signs - Think signets on steroids. Hand gestures write arcane symbols in the air to change an element on next spell casted.
Desert Spirit (main attribute) - A small list of skills. Maybe the skills are more effective in the desert, or maybe while standing on dry land. Include abilities to draw spirit (energy management, maybe spell effectiveness) from the earth. A minor bit of air style magic, but more importantly, some skills that will mix well with air or earth Elementalist being the secondary class.
* Sand - Manipulating the forces of desert winds to create harmful effects. Like AOE blind, or dodge percentage, or knockdown.
* Pacts - Abilities that cause some sort of sacrifice of one member, for the benefit of another (or others). Examples would be draining one mana from all allies for yourself, or experiencing life drain for the duration of a charge style shout effect. There could be life chains that distributed damage taken amongst linked party members.
* These are two ideas I had before Desert Spirit, that I just wanted to keep cause I'd typed them out. They are a little too much like Mo/N or E abilities the way I was envisioning them.

Yeah, there's a little redundancy, but there's a little redundancy with the Assassin and Ritualist (A and Rt) too. The skills would have their own unique spin just like the A and Rt classes. Contrary to how it may sound, Warriors and Elementalists are not my favorite classes, I just think these cover some new things not in the game right now (not that they're needed any more than A or Rt).

Now give me your ideas. It doesn't have to be themed like mine (the whole Arabian thing), that just adds flavor.



***THIS POST HAS BEEN EDITED***
03/20/06 14:33 Login to rate this user's post!
Pancake of Doom Profile
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RE: Your Ideas for more New Guild Wars Classes 

Yeah this is really my thing, and one of my friends too, whe are working on 2 different ideas
This is Crazytreeboy's Skirmisher idea and this is my idea for the Wanderer, check em out! Feel free to add your thoughts!






03/20/06 14:39 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

Some Great Ideas moosey =)
I especially like your 1st idea, as GW has a lock of melee classes and this one sounds very different!

Here's one of mine!


Warlock

A magician who is masterful with demonic beasts but yet doesn't succumb to the darkness. I thought this would be a nice addition to GW as it would be nice to have a pet and not be a ranger.

The Warlock specialises in summoning demon pets to aid him in battle, the Warlock itself is quite fragile but its pet is very powerful with a wide range of attack skills as well as buffs for the Warlock and the rest of the party. There are a wide variety of pets available as the game progresses, the functions of these pets vary, some are ranged attackers, others are excellent melee combatants. The Warlock's spells are more focused towards supporting his pets' damage with slow DoT (Damage over time) spells and potent de-buffs.

The Warlock can only summon one pet at a time, and summoning a pet uses alot of energy so keeping the pet alive is vital if the battle is to be won.

Weapons: The warlock uses wands and staffs so it can support from long-range.

Attributes

(Primary) Magical Feeding: Each time the Warlock expends energy by using a skill his pet recieves 10% (per point in this attribute) of the energy cost in health.

Demonic Arts: Increases power of Pet related skills/spells and allows the summoning of more powerful creatures.

Mischievous Curses: Increases the power of your DoT curses.

Hellish Support: Increases the power of skills that allow the warlock to buff and heal its pet.


Examples of Demons

The Sprite: A small imp-like fiend, a primarily ranged attacker with low health but quick explosive attack power.

The Golem: A demon with a body forged from molten rock, with lots of armour and hit points, this guy is the prefect tank.

The Hellhound: A viscious, hellish dog, a faster melee attacker, able to inflict fast melee damage along with crippled and bleeding.

The Dragonmaw: A higher level summonning, a great mix of AoE spells and high damage skills, the downside to this pet is that the warlock must suffer health degeneration in order to maintain summoning this demon.

There it is =)



***THIS POST HAS BEEN EDITED***





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RE: Your Ideas for more New Guild Wars Classes 

Awesome, thanks for the posts guys.

Pancake of Dooms two links were for these:
Skirmisher - Front line battle spear man (Shock, Discipline Shield, Spear Mastery, Discord)
Wanderer - Werecreature (Beast, Herbalism, Fear, Scent Magic)

For the Demonologist (I called him this instead of Warlock to avoid WoW confusion), it would be sweet if the demon summoning worked different than the pets. No limit on number of demons summoned, but each one gives you 1-4 (or more) energy degen. That way you could have weak peon demons for 1, medium for 2, and major for 4. Better yet, let you also summon lords for 8 (and also health degen). You'd have to be clever with the energy regen. I can maintain 12-13 enchantments as a monk, providing I'm left alone, or about 8-10 in battle with good support. Then there should be a way that if a demon is released through energy loss, it turns on it's master. And skills to gain control back.

Please keep the posts on this thread to discussions about class, attribute, and skill types. Skill lists with stat details are too long and should be kept to their own posts. How Pancake of Doom and One Swordsman replied is perfect.

Keep 'em comin'



***THIS POST HAS BEEN EDITED***



03/20/06 15:30 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

Ive got a pretty good one.
Thief
Primary Attribute, Lockpicking: open one free chest per Mission. The higher the lockpicking, the better chances of getting a rare item.

Stealth Magic: Many skills related to this help you become unseen to enemies and to help evade attacks by dodging upcoming moves.

Crossbow Mastery: Like the ranger, one of the Theive's primary weapons is a bow. Though a crossbow causes more damage than other bows it attacks at a much slower rate. Each point in Crossbow mastery represents 3 extra damage per hit. (max damage 16-32)

Dagger Throwing: Another one of the thieve's favorite weapons are throwing daggers. They have the same attack speed as a crossbow but you can throw two daggers at once. For each point in dagger mastery you get 3 extra damage. (max damage 6-12).

Example Skills

Stealth:
A Theives Luck: for 2-10 seconds you are undetected by enemies and attack 20% faster.

Crossbow Mastery:
Lucky Shot: your next attack hits for 10-30 extra damage.

Dagger Mastery:
The Tank Within: for the next 3-12 seconds, you gain 20+ armor and your attacks are increased by 5 damage.

Lockpicking:
Extra Loot (only skill), enchantment spell: As long as you maintain this enchantment, you gain 10-20 extra gold per enemy when it is dropped.

Although this is not perfect I'd like to see a theif added on to future versions of GW. Yeah gj on the new builds so far...Keep up the Good work!




***THIS POST HAS BEEN EDITED***



03/20/06 17:08 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

And why do whe get so much replies?
I was also thinking of something with Demon summoning,
But i was more thinking of a Disciple; one who coul'd not only invoke the powers of Demons and such, but who also could use powers of the Good, the divine in this case.
I know that you already are saying Necromancer and Monk, but this is more based on attacking.

Ancestral Agony: You invoke 2-4 ancestors, based on your primary proffesion, who do 20-64 damage every 3 seconds to each foe in the area.

Demonic Torture: Target foe is captured in air and can't move for 2-6 seconds. Target foe takes 4-12 damage each second and after the 2-6 seconds target foe takes 40-80 fire damage and is set on fire for 2-6 seconds.

But also more this

Celestial Slash: You strike for 10-35 more damage and if target foe was an undead creature target foe takes 10-35 more damage and suffers from -2 health degeneration for 10 seconds.








03/21/06 09:46 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

Pancake that idea is great, but instead of making your idea and my idea seperate classes, they could both be the same class and you would get the choice whether to specialise in holy minions or demonic minions.





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if it gets mucky i feel disgraced.
Do you like horlicks, do you like chips.
I'v got 100 pairs of lips

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03/21/06 09:58 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

Thief is not a class that would be suited for Guildwars, since it is mostly a PvP game.. and why would anyone need lockpicking while battling in HoH?

I like the sound of the Arcanist, Though..
Perhaps some D&D-like skill like: Chromatic Orb, Prismatic Spray and the like.. you know, some of the unpredictable arcane arts :)
And Magic-Damage skills like Magic Missile would also be cool.. !

Huh.. sorry but i dont have any ideas that would work for GW rigth about now.. :P



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03/21/06 10:03 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

Yea what you said One Swordsman!
But however, i don't really like a thief idea, it's more suited for games like fable. And why would a thief prefer a heavy crossbow? They'll just slow him down, and besides, that thief idea looks pretty much like the assasin whe already have, but with less purpose. I'm not really cracking your idea off, but it doesn't fits right in Guild Wars. And imma gonna update more for the Wanderer, perhaps some Acrobatics!






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RE: Your Ideas for more New Guild Wars Classes 

What do you think fo this?

The Conjurer

This is kind of a warrior that uses magic
he uses weapons and armour he made of magic. This summoning spells should take very long time to recharge.

Primary attr.
Conjury
Your magical summonned armour/weapons last 200% of points in this lvl seconds longer and they cost 40% of points in this lvl less energy.

Armour Conjuring
For each point in this your magical summoned armour has 1% chance of blocking incoming attacks.

Weapon Conjuring
For each point in this your magical summoned weapon has 1% chance of doing a critical hit on target.

Magic conjuring
no specific effect, many skills especially skills based on healing and attacking are based on this skill.


some ex. skills

The conjurer's spirit (Conjury)
enchantement, for 5-15 seconds, your conjures cost 5 less energy to cast.

Conjure barrier (armour conjuring)
Spell-Summons Magic barrier around target ally (can be yourself) that last for 15-60 seconds, with this barrier, target ally has a 40 % chance to block incoming blunt and slashing attacks and a 60% to block incoming magic attacks.

Conjure 'Surancus'
spell-For 30-80 seconds target ally (can be yourself) is wearing the magic sword 'Surancus' With this sword, target ally attacks have 10% armour penetration and do +10..30 damage.

Plasmatic wave
spell- Target foe takes 20...75 damage and moves 33 % slower for 5...10 seconds

what do ya think?




03/21/06 10:29 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

Acrobat

setting: Brazilian like!

Attributes:

Acrobatics
Weight
Handworks
Footworks

Acrobatics could afcourse be your main one;
Dodging, Fast attacking, running, jumping
you name it!

Weight would be cool to inflict body damage! You remember Snorlax from Pokemon? xD
Body Smash ftw!

Handworks; the palm strikes, the elbow strike, the blinding hand and such!

Footworks; Roundhouse kick!

Well you know what im talking about; Capoeira!
What's the pronuncation of it?

Check my skills:

Rattlesnake Evasive Moves: For 9-27 seconds you have 75% chance to evade attacks

Rapid Spin Kick: If it hit's you strike twice for 9-17 damage

Monkey's Hammer Fist: If it hits you strike for 12-35 damage and target foe is knocked down

Lizards Dance: For 6-13 seconds you have +10-17% armor penetration and you have an 15-40% chance to evade attacks.

Rhino's Bulge: for 8-15 seconds you have a 20-30% chance
to knock your foe down with Body attacks.

Somersault Kick: If it hit's you strike for +9-27 damage and if someone hits you while you perform Somersault Kick that foe is struck for 20-40 body damage.

xD xD xD xD
How come i have too much fantasy?






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RE: Your Ideas for more New Guild Wars Classes 

I like the thought of an unarmed combatant. I kind of covered it in my Raider/Nomad (I now think Marauder is a better name... in fact, I'll change it to that). But mine was a mix of using a weapon, then the unarmed part would be mixed in grabs for special effects. The idea of a more focused unarmed warrior (like fore mentioned acrobat) works though.

How about another Brazilian idea to compliment Pancakes? Use the assumption that Guild Wars will release a new continent with 2 new classes per expansion. I'm thinking maybe something along the lines of Voodoo Priest, or an ranged jungle person with blowguns/poison.

For the Thief, some of the other responses were my initial thoughts. There is only one skill, the signet of capture, that can't be used in PvP. I could see having one signet skill for the thief that was an unlock that didn't recharge. But in addition to skills being applicable for PvP and PvE, remember that this is a team based game. Skills that help yourself and only yourself are less appealing to the overall picture. The Assassin touches on stealth with the teleporting stuff. I know the idea is totally different, but the end effects are similar. That's why the assassin, a thief or rogue like character, has access to this type of teleporting magic. If there were stealth skills, I'd think of them as removing your visible dots from the radar (but regular "c" and "tab" style targeting would have to still work). Another stealth could be to fade until an attack. But e drain while faded. Like the Botan Spy in Star Wars Battlefront.

Good ideal, but let's please keep our discussions focused on what types of skills, or types of things the skills do rather than costs A energy, does B-C damage, lasts D-E seconds unless it's really vital to getting your idea across.

I love how many ideas are coming out though, keep it up. Two other ideas I have floating around in my head are something to do with an ocean type character (thinking more physical, with just a little magic, but would be complimented by being a secondary water ele), or some way to bring ball and chain flail weapons into the game. Feel free to expand on those ideas. I also have another couple ideas started in my head that I'll expand upon when I have more time.



***THIS POST HAS BEEN EDITED***



03/21/06 11:05 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

I think it would be cool if we could summon demons etc to fight for us. Kind of like Minions, but you dont need corpses. :D lol and you cant heal them or keep them alive etc



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RE: Your Ideas for more New Guild Wars Classes 

How about Defender (D)?
a class that can specialise in pure defence and hinder enemy attacks.
Attributes:
Toughness (primary): for each point u take 1% less damage per attack. Skills would increase damage resistance.
Scapegoat: mainly shouts to increase party defense and to redirect damage to himself
Hinder: skills that stop enemy attacks such as Disarm: puts enemy weapon into his inventory, it cant be reequipped for x seconds.



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03/21/06 11:45 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

Oops, forgot to mention this about the thief...
Crossbow would actually be opposite of described. Slower fire rate, but more damage. To make it stand out more, it could be an instant attack, with a pause after you attack to reload. That's a standard crossbow at any rate. You could always say they've engineered a weaker fast fire repeating crossbow or forearm mounted crossbow or something.



***THIS POST HAS BEEN EDITED***



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RE: Your Ideas for more New Guild Wars Classes 

comments on the conjurer?



03/21/06 13:37 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

Conjurer does looks quite nicely, it looks a bit like the the weapon enchants of the ritualist, but on the other hand; it doesn't. Why not post some more attacks and such to explain it to us more?






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RE: Your Ideas for more New Guild Wars Classes 

Omg Clean my Bosha, you actually know what a Crossbow is?
That things are heavy; take long to recharge and refill and such and Bows are much better xD






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RE: Your Ideas for more New Guild Wars Classes 

QUOTE
Omg Clean my Bosha, you actually know what a Crossbow is?
That things are heavy; take long to recharge and refill and such and Bows are much better xD


but they are much fiercer
an arrow of a crossbow pierces everything on his path




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RE: Your Ideas for more New Guild Wars Classes 

Yep, a real crossbow does more damage, fires instantly, but takes a very long time to reload. You stand on the firing end of the crossbow and use a crank to wind back the "bow", then load it with a bolt, then it's ready to fire instantly again. But name me a video game with crossbows that actually makes you do all that :) If the GW engine were set up to handle things like "bolt goes through target to any target behind", then that would be a good crossbow skill. Otherwise my comments above still cover my thoughts on crossbows.

I agree, Conjurer skills are similar and different from Rt weapon skills and E conjure skills. But they also include armor. I would just not want this class to be too solo-focused. This is a team game, so maybe let you also have weaker AEO ally conjures, or the ability to target allies for conjures. However, I think what you described above is enough to give me an idea of what you mean. What about skills that conjure a funky "pathway" armor on an enemy? These skills kind of exist now, but it would be a little different. You conjure "fire pathway" on an enemy and they have massive resistance to all types of damage besides fire, and a weakness to fire. There would also be air, earth, water, piercing, slashing, dark, holy. Or it could be more like a conjured spirit type that gives everyone armor to some types of attacks, and weaknesses to others. This would work well in coordinated team builds and with the type of conjure skills you are equipping. Could also mix interestingly with Winter and Greater Conflaguration. I'd see them having 2-3 pegs of energy regeneration and something akin to expertise (some sort of energy management for conjures).




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03/21/06 14:12 Login to rate this user's post!
Clean My Bosha Profile
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RE: Your Ideas for more New Guild Wars Classes 

Yeah they attack at a faster rate but it takes a hell of a long to reload. Also they are much more devastating



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03/21/06 14:12 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

if you read my post good, you'd see that it can target allies, and twhat the primary attr is



03/21/06 14:13 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

Setting: Egyptian These classes are more based on theme than something missing from the game.

Egyptian Priest[EP]: Hopefully someone can come up with a better name than this, but it's a pretty self explanatory name as it is.
Worship (main attribute) - Like the Ritualist had specific ashes (Cruel was Dayoshen), the Egyptian Priest would have spells tailored to the worship of a specific god. Examples: Form of Set (take shape of serpent man like the serpent race in GW, though for story line purposes, these are different), curse of the Sun God (become a burning person with big health degen and high aoe damage aura), or homage of Tawaret (Look like a hippo lady, resurrection spells more effective, or divine healing type aura with high energy costs), bane of Anubis (small radius frozen soil and EoE type aura for opponents), curse of the underworld (rot yourself, cause nearby enemies to rot). These god forms should all be elites so that the Egyptian Priest can only have the build of really following only one god. There can also be minor non-elite abilities under worship. A minor skill could be a hypnotising or paralyzing eyes of set skill. Only primary Egyptian Priests would be effective at calling these god forms because of worship being the primary attribute (this is intentional).
Swarms - Summon forth swarms of scarabs (minions or life draining), locust (like the necro swarm), frogs (life drain to all nature spirits as they "eat" them, or muddy terrain style effect that just lasts a shorter duration and can't be killed like a spirit), all with varying effects.
Decay - Disease, life draining, and generally crippling curses. Would mix well with Necro secondary (probably curses, but anything)
Desert Spirit - Spells controlled by a mix of desert winds and sand. Different from the Arcanist* (see below). Would mix well with earth or air ele secondary.

*Desert Spirit. This attribute is listed here and under Arcanist because it fits both themes. Since these are just speculatory characters, that's fine. I'd be surprised if either my Egyptian or Arabian theme ever really happened, let alone both. Desert Spirit for the Arcanist was more meant to pull power from the desert, and have a couple ele style spells. Desert Spirit for the Egyptian Priest is more meant to be ele style spells, with a little compliment of pulling power from the desert. If both these classes have to co-exist together, I'd remove it from Arcanist and separate his Arcane Magic into offensive (magic missile) and defensive spells (energy shield).

Slaver[Sv]: They have a bad rap and ad a bad name, but and important role. To keep order amongst a group and get the job done. Maybe a more positive spin on the character... such as controls a battalion or controls paid workers, or is more of a jailer for some of their functions, but the idea stems from slave drivers that would get the slaves to build pyramids and such.
Overpower (main attribute) - something about if your health is above your targets: skills cost less (like an expertise, but more dramatic because of the requirement); or you do/soak more damage (I think I like the second one more). A couple skills like endure pain to let this happen on a temporary basis.
Command - Morale boosting shouts for your party (like temporary bonus to energy, or health, or damage).
Whips - Their weapon. Has attack skills and special effect skills like stun, interrupt, life drain pain, entangle.
Pain/Fear/Torture/Terror/ - Skills that inflict pain on the enemy. Like deep wound, weakness, a skill that's the opposite of illusion of weakness (minus health for so many seconds), life degen. Could also be a series of demoralizing skills (like slow attack speed).





03/21/06 14:14 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

Yeah, I did read that Knight Of The Black Mantle, and what you described for primary attribute e-management is good. I don't know if I forgot what you wrote, or was reiterating what you said (a habit I'm trying to break).




03/21/06 14:18 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

How about a class who could instead of summoning spirtis or tame a pet change himself into a different type(s) of creature(s), taking on the strengths and weakness of that type of crature? And had skills that supported him when he was changed. Now how much fun would that be?

Wolverine - very fast, powerful bite that can cause bleeding, resistant to most magics, but double damage from pierceing and slashing damage

Giant rat - weaker attacks, normal speed, but has a chance to inflict disease or poison, no resistances or weakness

Bull- slow, very powerful melee attacks, higher hit points takes double damage from pierceing attacks

Werewolf - fast, strong, agile, takes double damage from silver weapons, and smiting magic.

Babydragon - moderate strenth, can use a fire breath to cause AoE fire effect, immune to fire, resistant to slashing and piercing damage, takes double damage from water or air spells.

Now just to figure out skills..... lol



***THIS POST HAS BEEN EDITED***



03/21/06 14:22 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

Seems like Anet might run out of creatures to make. Also there would need to be more than one attribute. But good thinking



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03/21/06 14:35 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

In regards to Romulus's idea, it's kind of covered by Pancake's Wanderer/Werecreature. To make it stand out more, I could see it being a Native American Indian themed character. The name Spirit Walker comes to mind, even though you wouldn't be summoning spirits (at least not for the part Romulus described).

Spirit Calling - Summon the spirit of [The Wolverine, The Rad, The Bull, The Dragon, The Bat, The Wind, The Storm, The Walrus, Te Eggman... oh, wait a second on those last two :) ] This makes the caster, not shapechange, but take on the attributes of that animal/plant/element as described by Romulus above.

But that would be just one attribute. The others could be along the lines of Herbalist, Bows, Divination, Storm Calling or other Native American Indian themed stuff.



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03/22/06 02:07 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

How about this idea: Chronomancer (Literally "Time Mage")

Basically, would focus on spells that manipulate the passage of time, shortening the durations of hexes and conditions and increasing the duration of Enchantments on allies, or vice versa, but would also have spatial manipulation magic (read: teleportation).

Attributes:

Timelessness (primary attribute) For each point in Timelessness, the duration of Hexes and conditions is reduced by 3%. (Since this is pretty powerful, there would be very few, if any, skills linked to it)

Time Magic: Affects skills that change the durations and cast/recharge times of other skills, and also a couple of other skills would be in here.

Space Magic: Affects skills that increase movement speed or teleport creatures.

Dimension Magic: Affects skills that deal with blocking actions entirely (you'll see what I mean in the skills).



A few skills I've thought of:

Haste: Target other ally takes (10-40)% less time to cast Spells. (Time Magic)

Slow: Target foe takes (10-40)% more time to cast Spells. (Time Magic)

Chronomic Protection: For (3-10) seconds, the next time target other ally would take damage, that ally is teleported to the caster. (Space Magic)

Chronomic Distortion: For (3-10) seconds, the next time target foe would deal damage, that damage is redirected to that foe. (Space Magic)

Phase Out (E): Lose all Enchantments, Hexes, and Conditions. For (10-30) seconds, you cannot be the target of attacks or skills, cannot take or deal damage, and move 75% slower. Phase Out ends if you use a skill. (Dimension Magic).

Planar Void (E): Target foe loses all Enchantments, Hexes, and Conditions. For (15-60) seconds, all of that foe's skills are disabled, that foe cannot be the target of attacks or skills, cannot take or deal damage, and moves 90% slower. You lose 4 energy regeneration while this Spell is in effect. (Dimension Magic)

Black Hole: Create a Black Hole at your location for (3-7) seconds. All creatures in this location take 500 damage per second and move 95% slower. All creatures adjacent to this location take 250 damage per second and move 75% slower. All creatures nearby this location take 75 damage per second and move 25% slower. All creatures in the area take 25 damage per second. (Space Magic) (Note: Since it affects all creatures and not just foes, that means that you're gonna take at least 1000 damage by the time you can get away from the Black Hole, and by the time you do, it's probably ended anyway. Suicidal? Yes. Very painful? Extremely yes)

Calling: All party members teleport to you. (No attribute)

Summoning: All foes teleport to you. (No attribute)




Edit: And while I'm at it, let's add in a more physically-based cosmic-themed character class... Hmm... Ah, how about an Heretic class. Since the chronomancer basically takes the world and twists it to their desires and needs by warping spacetime, let's have another who relies on the world staying as it was "meant to be" who basically doesn't believe in magic in any of its forms . Also, wields non-magical staves into melee combat.

Attributes:
Disbelief (primary attribute): For every level in Disbelief, the Heretic has a 1% chance to remove an Enchantment from an enemy and a Hex from themself on a successful attack.

Contemplation: Affects skills that reduce damage from Spells and Hexes.

Blunt: Affects damage from blunt weapons like quarterstaves and poles (basically a warrior-style weapon attribute) and skills related to these weapons.

Soulsteel: For every level in Soulsteel, the Heretic gains +2 Armor vs. physical attacks and +3 armor vs. elemental attacks. Also affects skills that increase armor and durability.



More skills I've thought of: (Almost all of these are Stances or Attacks, by the way... No enchantments, hexes, or spells at all).

Denial: Lose xx Hexes and Enchantments. (Disbelief)

Remember the Faith: For xx seconds, you gain xx more Health from healing. (Contemplation)

See Through Deceit: For xx seconds, you take xx less damage from spells and Hexes last for xx% shorter. (Contemplation)

Staff Stance: For xx seconds, you block all Attacks from your target and foes adjacent to your Target. (Blunt)

Staff Twirl: All foes adjacent to your target take +xx damage. (Blunt)

Faithful's Rest (E): Lose all Enchantments. If target foe has more than xx Enchantments and Hexes (the higher the level in this case, the lower xx is), remove all Enchantments and Hexes on them. They take xx damage for each Enchantment and Hex removed in this way. (Contemplation)

Blind to Lies: For 3 seconds, you gain xx armor against elemental damage. (another stance with an intentionally short duration; basically protection against a single spell before you begin the next stance) (Soulsteel)



***THIS POST HAS BEEN EDITED***



03/22/06 03:12 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

Nice NecroRebel. I like the polar opposites idea between the Chronomancer and Heretic. I also really like the theme you've got going on, but I wouldn't be quite sure what to call it.

Here's some thoughts I had:

Black Hole - I mean, that's just got exploit written all over it. I had a similar idea that I thought was borderline overpowered for my Egyptian Priest, Curse of the Sun God skill, but not this extreme. The black hole idea is cool, but not with those numbers.

Haste - Wouldn't want to devalue Mesmer fast cast ability with a skill.

Space/Dimension Magic - Since we have the Assassin, I like the idea of skills that compliment having Assassin as a secondary, or boosting an Assassin ally. As far as themes go, if both these classes were in the game, it would make more since for Assassin to have skills that worked well with teleportation, but all the teleportation skills to be Cronomancer ones (so be an Assassin/Chronomancer).

Disbelief/Soulsteel - Pretty much every class in the game has just the primary attribute that grants inherit effects. I guess there are weapon skills that are always "on", but that's different. I really like Disbelief, but for Soulsteel (assuming there was an inherit effect), I'd loose the protection against physical.

Heretic - I actually like this one more. Very unique idea. But I'd not give him any special physical resistances (maybe just some under the staffs category). You could still get those things from a clever choice of secondary careers, but the whole idea of this character is being anti-magic. I even think they should be harder to heal by magical means. You could be a Heretic/Me with Physical Resistances stance to be pretty tough, but you wouldn't be able to heal well. Or you could be a Herectic/R or /W and receive the full healing benefit of their heals. There are even some new classes heals that would work on you (like the herbalism stuff mentioned for the Wanderer or Spirit Walker). Actually, it doesn't make since to be able to have a magical secondary for the Heretic, but let's not go there.


I really like these ideas though. Especially the two characters that fit into a theme.



***THIS POST HAS BEEN EDITED***



03/22/06 08:43 Login to rate this user's post!
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RE: Your Ideas for more New Guild Wars Classes 

QUOTE
the Egyptian Priest would have spells tailored to the worship of a specific god. Examples: Form of Set (take shape of serpent man like the serpent race in GW


i believe Seth has a wolf/dog/kyote kind of head.. so ones head would be dog-like, i think!

Hehe.. Necro-Rebel your Proffesion is rather unbalanced, but it is a good idea!

Here's my idea:

Rune Master(Northern mythologi inspired)

Equipment:
Right Hand: Sharp Enchanted Flint-rock or a Magical Dagger with runes..
Offhand: Like a quiver, just with Rune Stones/Pieces of Bark or the "Ultimate".. Small planks carved out from Yggdrasil!

Primary attribute: Rune Knowledge; Increases Damage and Duration of all skills and gives a 1,75% chance per point in attribute to evade or block enemy spells while using skills. Also gives 2,25% chance to replenish 1 rune used per point in attribute.

Curse Runes
Weakens, slows, damages enemies.

Manipulation Runes
Takes long time to use these skills. when used, invokes long-term effects on enemies, such as weaknesses against conditions and hexes, extra damage from certain elemental damage and gives spellcasters a chance to cast a wrong spell.

Shielding Runes
Protects the Rune Master and allies from the attacks of certain elements and certain physical damage types.

Example on skills:
Rune of Enfeebling(E): While using this skill, you gain 10-65% chance to block attacks, you gain 1-5 hp regen and 5-30 armor against elemental damage. after 10-3 seconds, the Rune words has been writtin and all foes in the area are knocked down and suffer 50 damage + suffer from disease and weakness.

Shield Rune: This skill takes 2 seconds to use and is easy to interrupt, after using it, you form an invisible shield around your body which has a 50% chance of absorbing all damage, this shield brakes after taking 100 damage or if the Rune Master is knocked down.

Odin's Rune-Insight(E): You take 60-20 damage each third second for 9 seconds. After this, you gain +3 to all rune attributes and you get +10 hp regen for 30 seconds.

^this skill may be overpowered, but just using it as an example of how Odin got his rune-knowledge.. When he was hanging from the tree, impaled with spears..

Updated..





***THIS POST HAS BEEN EDITED***



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03/22/06 08:45 Login to rate this user's post!

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