ArenaNet talk:Guild Wars 2 suggestions/Brawler Profession

i want that too i just came here to post a similar thread but u beat me to it it would be awsome ;D --The preceding unsigned comment was added by User:88.89.201.165 (talk).

Although the big problem is that most people are so used to RPG's making brawling Professions useless that there are very few people who think it could ever work. But the RPG's that to make useful brawling professions usually make them very over powered. The most common stats for a brawling profession are Low Def, High Speed, Low Intelligences(magic or energy what ever), High Heath, and the highest attack power in the game. this combo uselessly results in a powerful, fun, and awsome time. Yozuk
 * Just condensed some information. That intruduction can be accessed in the history tab if you want to add it into this discussion, but it's got nothing to do with the article. If people want background information then you can provide links to it so that your article only contains what you're suggesting. Also fixed some spelling mistakes as well. (Terra Xin 10:18, 3 July 2008 (UTC))


 * Sorry for deleting your stamina bar thing but I don't think its appropriate for the guild wars system. And it also sonds like a revers on adrenalin. Yozuk


 * Whats with the name, Xia? Are you just trying to make it sound Asian? Btw, I'm Chinese and it sounds like a girl name.

Well it is Chinese. Its the name of a group of people in China that used martial arts to defend the people. Kinda like Robin Hood. And yes most of the Xia where girls. Look it up. Its kinda cool.Yozuk

Additional Suggestions
Hey Yozuk, you can also add something like Iron Studded Gloves or Brass Knuckles to the arsenal. I got the glove idea from Tifa in FF VII. It would be cooler if you can have Spiked Knuckle Gloves that can inflict bleeding. --PCGamer07 00:55, 30 July 2008 (UTC)


 * Yeah that could work. But I was more thinking both hands rather then one like Tifa.--Yozuk 02:10, 30 July 2008 (UTC)

Similarity to Warrior and sin
When using the brawler, does it have a distinct function, particularly comparing to an aggressive KD warrior? Grab/throw (vs KD), defensive stances, health to take an extra hit (instead of the armor for the same), and simply a melee running at the enemy backline. Still sounds rather alike in principle. Of course, taking away the health and defense part would pretty much make it a sin with (uninterruptable) KD instead of shadowstep. Of course alternatively one could reserve KD and conditions to a brawler while warriors become purely tanks and sins pure spike-damagers, but that would of course also restrict them even more. That is, if you want to keep warrior and sin, of course. --Tenshi Samshel 14:04, 18 July 2008 (UTC)


 * Sigh, your ignorance is over whelming. Look Every thing about the warrior is over whelm your foe with bruit force and take 10 arrows  in the face an ax in the back and a sword in the chest. If some thing happens to land on its shield well lucky for him. Warriors fight with pride and the idea that there armor and weapons will do the talking for them. A warrior is a sluggish fighter that could never have worked in real war if there enemy wasn't just the same. And your beloved Samurai used martial arts to beat there foe because bruit force was not working on the battle field. A Brawler fights with pure skill. They Do not use bruit force they use Pressure points and there amazing discipline to take them down with out a problem. you know what no. your to ignorant for this to have any effect on you. Watch human weapon, look up martial arts, and read some books about hand to hand combat. After that the tell me its the same thing. Until then Your words are invalid.Yozuk


 * No need to get insultive. Warriors are more than mindless meatshields, even if thats often how they get used: historical warriors, if they took 2 arrows, were dead and forgotten. You mention the Samurai; in many ways a warrior is close to that (in fact one may say the Samurai were Japanese warriors in history). But lore isnt my main concern so I'll save you a ranting on that. The question I dont see answered is the difference in playstyle, or absence of it. Whether its through +50 health or +10 armor, it basically means surviving an extra hit. Defensive stances are present at warriors just like in your idea. So, what makes the warrior a potential meatshield and the brawler not, in that case? This is where assassins differ from warriors: less armor, same health, very few defensive methods. So: why add extra health and defensive stances if your concept is a class that should avoid being attacked in the first place? That concept, on the other hand, lies close to the assassin's implementation: using enemy weak spots and their own amazing discipline to take enemies down without trouble, with cunning rather than brute force. Also, if you feel a warrior should be more focussed on tanking, you should mention that, since currently about 80% of their skills are not for that job (and I would actually agree on that). And since you asked: I've read quite a bit about war and fighting. I simply also think about how the profession would work ingame. How would someone actually play with a brawler? What would his job be in a team? I'd like you to show how that will differ from what warriors and sins currently can do fine already. --Tenshi Samshel 16:51, 19 July 2008 (UTC)

Well then. Why not help me with the idea? I mean I know its an unrefined idea but it has potential. I personally think it has more in common with a dervish then a Warrior or assassin because it uses its stances like a dervish uses enchantments. If you could help me with it maybe we could think of something. One thing I know they differ in is there ability to use weapons. The warrior can only use one type of weapon at a time the brawler can fight with two weapons at a time. Weather it be a sword and there feet or hands and feet it could make for something interesting. Also the Brawler has some minor party support skills to relive pain. There are some others I'm thinking about like there mind over matter ability's involving some things like Enduring the elements. And stuff like invoking power through pure focus. It still need work. And I'm trying to make it a good diverse profession.Yozuk


 * From a martial arts point of view, a few ideas. Firstly, rather than extra health, IAS might be a nice and fitting attribute effect, since speed is a clear part of training in martial arts. Also, since most martial arts are about disabling an opponent rather than killing him, and reject aggression, damage should maybe be little while lots of conditions and KD's (and maybe hexes) are applied. Many attacks could be conditional (miss unless the target has a certain condition, maybe even requiring a jump or so). As for two weapons at a time: that would require investing in two attributes probably. Also using weapons should probably be restricted to the secondary class, except maybe low-grade weapons like a stick. However, many of the things I just mentioned do make it similar to certain current War and Sin styles, again. Comparing to derv I find hard since a derv's main trick is hitting multiple enemies at once with high damage, though of course there are always similarities. Either way, hope you can use some of these ideas; I must simply admit that currently there is little room for another melee class, but since we dont know which classes will return there is room for creativity (though it would be likely that the warrior will remain ofcourse).--Tenshi Samshel 14:41, 20 July 2008 (UTC)

Well what I was saying about the Using two weapon classes at once I was mostly talking about there foot Mastery. Not stuff like sword and ax. I was thinking along the lines that the brawler could strike with a sword or fist and follow it with a back kick. and although they mite have a weapon for kicking like greeves, they would not be necessary for the user to use a kick skill with out switching weapons seeing as every one has legs, and it wouldn't force a player to use more then 3 attributes. That also doesn't mean that some one would have to use the foot mastery as a secondary weapon. And yes I thought I made it clear that there more about disabling there foe more then killing them. Although I did say some thing along the lines of tack them down. Oh well. And another thing. I disagree with you about there being no room for another Melee profession. I think four is a fine amount. And besides the casters out number them even if theres four. And as for the health thing its actually classic for the brawler class to have one of the highest natural health in the game. Also the brawler would have a lot of support touch skills under there Chi control attribute. PS if the Brawler where to have hexes they would have to be touch spells under the hand to hand attributer, like the skill A Touch of Guile.Youzk

I disagree
I disagree with this fully. First of all you Did not add the content of this page to the new one. Second the Death seeker and my brawler are very different in terms of combat stile. Note that the brawler dose not use magic dose not inflict pain on itself in order to gain strength. The Brawler uses stances as its primary form of strategy. The Brawler also not only uses its hands but also its leg as a means of attack. If you add the information as an alternative to the other on Unarmed combat profession page that would be fine. But I don't want a Months worth of work to just disappear. And I'm sure you know how I feel about that.--Yozuk 07:19, 31 July 2008 (UTC)

There now I fixed it.--Yozuk 19:54, 31 July 2008 (UTC)

Why make a new profession when you can just not use a weapon? Everyone should have that option, but it would only be useful to a warrior, because that way you would gain adrenalin faster. There should also be a constant buff, when you have nothing in your hands (something like "hardened knuckles" which could produce a little more damage and 5% chance to avoid taking damage). There should also be faster attack speed when unarmed (a sword takes 1.33 seconds till next hit, unarmed it should take you 1.00 {that means faster recharge of adrenalin skills, making this most useful for warriors}). The idea for hand to hand combat is good, but it should be unarmed, you shouldn't even hold a focus or shield. And in case you don't know, Brass Knuckles already exist, although they are in reality daggers. That is why a new class shouldn't be made and you should not use a weapon in hand to hand combat (+ they can add this to guild wars one).