ArenaNet:Guild Wars 2 suggestions/Unarmed combat profession
|Guild Wars 2 Suggestions|
Whatever their name, may it be X, Martial Artist, Karateka or Brawler, this is the page.
A normal melee profession, 'cept it uses no weapons. Could use magic to make up for low damage.
- Why this is a good idea
- Many players desire to play such a profession.
- Its a common style of fighting, so why not?!
- A new fighting style wont hurt GW2.
- Why it may not work out
- Unarmed combat is inferor to armed combat IRL so it may look silly.
The Death Seeker Class
Now I'm not the best at character/class making, but i do have an idea. ill try my best to portray it.
The Death seeker class, ill say are types of fanatics that seek pain to become stronger. I guess a general phrase describing them would be, 'masochistic monks'. Again im not the best at character making so ill leave the class background to the great guild wars players on wiki. =] AND, this is done in gw format so you can understand it easier, i dont want to make up characters in a game format i havent seen yet... kinda dumb.
The armor rating on this char would either be 70 or 75, whichever is more suitable. The insignias would be +10 armor while under the effects of a condition, and +10 armor while not wielding a weapon. (bear with me)
Headgear- A circlet(s) of some kind, or scars/tattoos on the head/face. Armor- A loose shirt, probably a buttonless throw over shirt piece held down by a cloth garment tied around the waste. Legging- Again loose pants, baggy, stopping a few inches below the knee (something representing maybe east indian descent) Shoes- Preferably high rise boots, but sandals would maybe be a good secondary idea for armor. Hands- I was thinking some sort of gauntlets covering the high ends of the forearms and elbow, leaving the wrist area bare.
Offhand- A Bracelet/Armbrace covering the offhand wrist area offering either mag or armor (per respective attribute) Weapon- No Weapon
Bare Hands (primary)- Enables you to attack without a weapon. For every rank you have on Bare hands, your attacks and skills do that much more damage.
Blood Loss/ Burn Seeking(whichever seems more appropriate NOT BOTH)- no inherent effect. skills related to blood loss/burn seeking become stronger as rank increases in this attribute.
Sight Loss- No inherent effect. skills related... etc.
Immobility- No inherent effect. skills related... etc.
Barehands is exclusive to the class only, offering many skills that buff their dmg when w/o a wep. Blood Loss/Burn Seeking is meant to make a character more efficient at melee. Sight Loss is meant to make a character become more Aoe efficient. And lastly, immobility gives a character access to ranged skills.
Bare Hands (Not sure whether it should be adrenal skills or not, hmm war's have both...)- Follow Through (skill): for seconds, skills used while bare handed have 5-20-21% armor penetration and deal more damage. enrgy/no cast/15 rchrg. Triple Blow (Elite hand attack)You hit target foe three times. adr.
Blood Loss/ Burn Seeking- Blood Search/Burning Relief (Elite stance): you begin bleeding/burning for 10-25-26 seconds. You move 25% faster and skills used while bleeding/burning heal you for (if bleeding)/(if burning). lasts 10-25-26 seconds. enrgy/no cast/15 rchrg. Bleeding/Burning Thrust (Skill): If you are not under the effects of bleed/burn, this attk misses. otherwise you deal more dmg to target touched foe. adr.
Sight Loss- Blind Sight (Elite stance): You are blind 10-25-26 for seconds. attks and skills used while blind deal +3 more dmg for every 4 ranks on Sight Loss. lasts 10-25-26 seconds. enrgy/no cast/15 rchrg. Unseen Force (Skill): If you are not under the effects of blind, this attk misses. otherwise you deal dmg to all foes in the area and cause weakness for 10 seconds.enrgy/1 sec cast/15 rchrg.
Immobility- Immobile Resolution (Elite stance): you move 90% slower for 10-25-26 seconds. Attks and skills used while under effects of reduced speed deal +3 more dmg for every 4 ranks on Immobility. enrgy/ no cast/ 15 rchrg. Leg Blow (Skill): If you are not under the effects of reduced speed, this attk misses. otherwise you deal dmg to target foe and that foe is crippled for 10 seconds. enrgy/1 sec cast/13 rchrg.
- Why this is a good idea
- It offers a new feel of gameplay to the already expanse build customization of GW.
- Entirely compatible with the rest of the other classes in the game.
- Gives room for development of another storyline.
- Why it may not work out
- might get complaints on nerfing the condition aspect of gw.
- idk how but might be claimed as overpowered. Imo, it's balanced, if anything underpowered.
- Sounds like a nightmare for balancing, though alternative sacrifices might be a nice mechanism.
Original Brawler Profession(Discussion)
- Reworked the Attribute so there ability's are a bit clearer.
- Steady Feet(Primary)-Would Have some thing to do with stances.
- Hand to hand-Improve Hand to hand to increase basic fist weapon damage and damage dealt by hand skills.
- Foot Mastery-Improve Foot Mastery to increase basic foot damage and damage dealt by Foot skills.
- Chi Control-No inherent effect. Manny of the Brawlers healing and protection skills come from this attribute.
- The brawler should have two new types of skills, Grapples and Throws. A Grapple would inflict pain on them or to activate a throw. A throw would have the same effect as a knock down but it isn't. A Grapple could be very cheap, so it would count as melee attacks, so that they can be blocked. Also throwing some one would move them farther away from you then if they where just knocked down to prevent grab spamming.
- Round house kick - foot attack, strike target foe for +X damage. cause dazed for X seconds if you are in a stance.
- judo pose - elite stance, for 1...8 seconds the next melee attack agents you fails and your attacker is thrown dealing double what he/she would have done to you(maximum of X) and this stance ends.
- Eye gouge - hand attack, interrupt target foes action. inflict blind for X seconds if target foe is not in a stance.
- "I will not die!" - shout, you gain +X armor and +3..12 attack for 1...6 seconds. when this shout ends you suffer from weakness for 30...14 seconds.
- Aura of peace - skill, you lose all adrenaline and are healed for X health for each point lost.
- "you call that an attack?" - shout, target foe gains 2 strikes of adrenaline but there next skill fails.
- Sacrifice Throw - Back throw, Throw target grappled foe dealing +X damage for Every 10 armor they have. You take half the damage that was dealt to your target and you are knocked down.(Translating to. This Skill would do more damage to Heavy armored Foes then the to light armored foes.
- Realign Spine - grapple, grab target ally for one second this skill dose nothing when it ends target ally is healed for X and is cured of weakness, crippled and dazed. Cannot self target.
- Determination - skill, for 5 seconds you have +X health regeneration and +Z health.
- This is how i think there armor should play out:
- The Brawlers Armor should initially be weak. No stronger then a caster class. But when in a stance there armor rating would match that of a Paragon or warrior professions armor against nonphysical damage.
- There armor would give them extra health(like the dervish's armor) but would provide no extra energy or energy regeneration
- Have the design reflect 'old school' guild wars style. A cloth design could be appropriate.
- The weapons for the brawler profession would not need to be equipped in order to use there skills unless how ever your are talking about hand to hand. Then you would need one free hand to use them.
- Gauntlet, A fast attacking low damage weapon using mostly Blunt damage and rarely piercing damage. A max of this weapon would only do from 9 to 12 damage. But with an attack rating of 1.33 seconds. With an Armor Bonus of X.
- Greeves, A slow attacking high damage weapon that uses mostly heavy attacks to cripple the foe. This weapon mostly uses blunt damage and rarely piercing and slashing. A max of this weapon of this would do from 17 to 32 and has an attack rating of 1.75 seconds. Also give An armor bonus of X.
- The armor bonus of both weapons is unknown for now.
- The way i designed these weapons is in the same set up as Guild Wars one was in. Although It may or may not be different in Guild Wars 2 this should help with there over all design.
- Conditions for the brawler would be a bit different from other melee professions.
- Conditions the brawler can't apply: Bleeding, Burning, disease, poison and deep wound.
- Conditions the brawler has an hard time applying: Cracked armor, blind and dazed.
- Conditions the brawler has an easy time applying: weakness and crippled.
- Although stances are important to the brawler most of his/her trow skills would end there stance and the foes stance(if there in one). Also most of the brawlers stances would act as a counter attack.
- Fast attacker.
- Easy adrenalin build up.
- strong close ranged combat.
- Only melee profession that can apply cracked armor on the foe with out a secondary.
- Can use 2 weapon Mastery's practically. example:the use of Hand to hand Mastery can combo well with Foot Mastery.
- Grapples and throws are strong skill prevention skills.
- The brawler has a lot of defensive skills (most of which are stances).
- The highest Minimum health out of all the Professions.
- Very weak far ranged combat.
- closing the gab between you and your foe can be very hard.
- Grapples usually have a very high requirement to activate and are very preventable.
- Common melee shutdown would work well to kill the Brawler.
- Most skills would be useless with out a stance.
- With out a stance the Brawler could be wiped out easily.
The brawler's sandbox
This brawler has good synergy with almost all of the Guild Wars 1 professions. Because of there primary attribute they can use there secondary very well.
- Mesmer: Because the Mesmer has allot of stances the brawler will benefit greatly from that aspect.
- Elementist: Although the Elementist dose not have any stances the brawler can still benefit from there Elemental attributes in the same way any other melee profession would.
- Warrior: Almost every thing the warrior has the brawler can use. Because the brawler doesn't have to use its main weapons it can dip in to other forms of attack to combo well with both hand to hand and sword or axe.
- Ranger: Same as the Mesmer but they also can get the benefit from the beast mastery.
- Monk: Mostly for the healing and the revive skills.
- Necromancer: There isn't much that the brawler could get from a secondary of a Necromancer. But I'm sure there's something.
- Assassin: The Brawler can use almost any thing from the assassin to help there fighting stile.
- Ritualist: Mostly weapon spells.
- Dervish: The Dervish has little to offer as a secondary for the brawler. because of the Dervishes heavy use of enchantments the brawler would have a hard time maintaining there Enchantments. although they can use there few stances to help there fighting stile.
- Paragon: Although the Paragon has no stances the brawler can still use there Adrenalin shouts and chants to provide little party support.
- Why this is a good idea
- More possible melee combat opportunities
- Brawler professions has always bean under used in mmo's and under powered. Guild Wars has the perfect system to make a good functional Brawler Profession.
- Why it may not work out
The karateka is basically a martial artist using forms and stances to buff himself for extra damage, defense, energy etc. He would be a basic fighter with attack skills and stances as a focus. And I had an idea for a new skill type that would act like an echo but would be a stance. Maybe called something like a style. The karateka would have medium armor (leather ranger style armor, it's hard to kick and spin and fly through the air wearing platemail after all).
- Deadly Focus, Style, Cost 5 energy, For the next X seconds, your attack skills activate and recharge X% faster but you cannot gain adrenaline.
- Tiger's Fury, Stance, Cost 10 energy, For 10 seconds, move and attack 33% faster and deal +X damage. Tiger's Fury ends if you use an attack skill.
- Ending Kick, Melee Attack, Cost 8 adrenaline, Deal +X damage to target foe. Target foe suffers from weakness and daze for the next X seconds. If target was suffering from a deep wound target takes +X damage.
- Martial Arts, effects martail arts skills.
- Kumite (sparring), increases attack damage with karateka weapons (i.e. brass knuckles, spike mitts etc.)
- Meditation, effects meditation skills.
- Qi (also spelled Chi and ki) energy, qi skills (mostly buffs for damage, health and defense).
As addition to GW1 class
Another option beside creating a new class centered around unarmed combat is to add it to an existing GW1 class (if carried over).
Eastern monks stereotypically practice martial arts (the Monk danced are even largely derived from martial arts). It would make sense in the scope of the game for Monks to develop unarmed counter-measures against getting pummeled by melee classes. The new unarmed combat skill line could be focused primarily on defense increasing the Monk's survivability. For example, performing a jujitsu-like throw against a melee attacker pushing them away with a brief knockdown. If more damage output is desired, unarmed skills could be augmented by Smiting skills. This could also be a good way to make a Monk class more solo-friendly.
Instead of equipping a weapon, Monks could equip prayer beads (in some form of bracelet) that boost their casting/stats/something but leave their hands mostly free for unarmed combat. Assuming prayer beads would completely replace the current wand/staff ... For PvE a monk as main heal should be too focused on healing to care about the loss of ranged wand attack. For solo and PvP the loss would be offset by the added survivability.
As a secondary profession attribute, some of the things unarmed combat could provide to traditionally armed classes are: stances, defensive skills, kicks, and strikes not limited to unarmed.
Using the GW1 skill lines as a starting point, one possibility would be to replace Monk's Protection line with one focusing on unarmed combat. If some/most of the damage-prevention functionality of the Protection line is moved to other class(es) such as Rituatlist or Paragon, this would encourage more diverse parties: instead of a classic two monk backline (a quarter of the party), it would now be a monk and something else.
Just going and buying NWN & NWN2 would be easier. These type of suggestions pretty much caused this suggestion area to be deleted <_<