New Profession: Dark Knight
#1
Posted 25 February 2013 - 01:42 AM
>New Profession: Dark Knight(or you could think of one)
=Basic Info:
-Armor: Heavy(3rd soldier profession)
-Play style: Damage, defensiveness (Like Guard/Warr)
-Weapons: Sword(MH), Dagger(OH), Scepter(MH), Focus(OH), Mace(MH), Shield(OH), Staff(2H), GS(2H)
-Skills: Darkness(New, Pure DPS), Auras(AoE Reduction/Benefit), Cloaks(think of Reaper of Grenth from human elite skill), Chains(new, pulls/knockbacks), and Sacrifices(new, for more info, read on)
>In-game Skills(F[1-4]'s, Weapon, Skill Point, Elite)
=F Skills (profession specific)
-F1: Decay- Activating causes nearby enemies to take on decay, which slowly reduces their stats(2%min-7%max) for 3s, and then stay low for 2s. -45s CD
-F2: Feast- Activating will cause nearby enemies(300 Range) to take light damges (400 at lvl 80) and heals the Knight for 25% of the damage done, damage doubles and healing goes up to 50% is the target(s) are affected by Decay. -60s CD
=Weapon Skills:
-Sword(MH)(Melee):
1. Dark Slash(Slash your taget) => Death Slash(Slash your target again) => Necrotic Slash(Slash your target and steal some life)
2. Undead Whirl(Spin around twice, crippling enemies with an undead animation)
3. Death from Above(leap to your target in an arc, stabbing downward with your sword, 600 range)
-Mace(MH)(Melee):
1. Hallow Bash(Strike your foe quickly) => Heavy Smash(Strike again, slower, but more damage) => Skull Masher(Strike down, dealing AOE damage, 130 Radius)
2. Darkness Ensured(Surround your mace in dark energy, causing you next attack to blind and deal extra damage)
3. Arms of the Fallen(Arms reach up and slash at the enemies heels, crippling them, 300 radius from you)
-Scepter(MH)(Ranged, 900):
1. Dark Blade(Slash your foe from a distance) => Death Blade(Slash your target again) => Necrotic Blade(Slash your foe and steal some health){The Sword auto, but from a 900 distance}
2. Orb of Ruin(Shoot a dark orb, dealing more damage the farther it goes. Detonate it to cause blindness for 2s to nearby foes)
3. Blight(Send a swarm of flies to a target location, dealing damage every 1.5s and applies poison for 1s)
-Dagger(OH)(Melee):
4. Draining Stab(Stab your foe in melee range, pulling a boon from them and giving it to yourself)
5. Dancing with Death(Throw your dagger at a foe, putting a random condition[poison,chill, or bleed], then it bounces to 4 other target, doing the same thing. 600 range, 4 bounces, 600 range on the bounce, Cannot bounce to the same target)
-Focus(OH)(Ranged):
4. Neck Breaker(Deal Damage and Stun your target for 1s)
5. Touch of Death(Channel dark energy, giving you 10 stacks of might for 7s, but giving you 10 stacks of vulnerability for 5s)
-Shield(OH)(Defensive Melee):
4. Shield of Darkness(Surround yourself in dark energy, causing blindess and damage when hit)
5. Wall of Doom(Create an impenetrable wall in front of you that does damage to enemies that try to pass through it, destroys projectiles)
-Great Sword(2H)(Melee):
1. Dark Swing(Swing your sword) => Darkening Swing(Swing your sword, darken the area) => Arc of Night(swing your sword in an arc, sending your blade into night, does extra damage and has a 300 range)
2. Locust Strike(Plague your blade, causing your next attack to apply poison)
3. Dark Impale(rush and impale your target, does not count as a leap, 600 range)
4. Whirling Night(Blind your foes with a spinning attack that does medium damage)
5. Orrian Fury(Uppercut your foe, giving yourself might and fury, and apply 5 stacks of weakness to your foe)
-Staff(2H)(Ranged):
1. Beam of Ruin(Fire a black beam, dealing more damage the further away you are, 1200 range)
2. Hands of the Risen(Immobilize your foe, dealing light damage)
3. Nights Embrace(Embrace darkness, making your next attack blind)
4. Dark Wave(Knock back foes with a blast of dark energy, 300 knockback)
5. God's Bane(Place a random field on the ground for 7s)
=Skills:
---Healing::
-Sacrifice Boons(Sacrifice your boons, healing yourself, healing increases for up to 3 boons, counts as a sacrifice)
-Consume Madness(Heal yourself based on how much damage you recently did)
-WIP
---Utility::
--Darkness
-Darkening Bloom(AoE Blind and Damage)
-Soul Reaper(Deal damage and fear for 1s)
-WIP
-WIP
--Auras
-Aura of Despair(Passive: Reduces nearby enemy toughness by 1%, 430 Range; Active: Applies 5 stacks of vulnerability for 5s)
-Aura of Strength(Passive: Increases nearby allies power and precision by 20, 600 Range; Active: applies 5 stacks of might to 5 nearby allies)
-Aura of Night(Passive: Increases nearby ally movement speed by 10%, 600 Range; Active: Give 5 nearby allies swiftness for 7s, gives yourself quickness for 3s, cannot be given boons while under the effects of quickness)
-WIP
--Cloaks(only one can be active a a time)
-Cloak of Darkness(Surround yourself in a cloak of darkness, blinding nearby foes, cloak last for 5s)
-Cloak of Bones(Surround yourself in a cloak of bones, bleeding and crippling nearby foes, cloak lasts for 5s)
-WIP
-WIP
--Chains
-Chains of Doom(Chain your foe, dealing damage each second for 5s, activate again to pull them toward you, 600 range in pull
-Frostbitten Chains(Chain you foe, Chilling them for 5s, activate to freeze your foe, immobilizing them for 3s)
-Blunt Chain(Launch a chain a your foe, knocking them back, activate within 5s to pull them to you within a 600 range)
-WIP
--Sacrifices
-Blood Sacrifice(Sacrifice 10% of your health, and turn 75% of the health lost into a damaging spell that can be held onto, must be casted in combat)
-Crippling Sacrifice(Sacrifice all of your endurance, then cast the spell, crippling the target for 8s)
-WIP
-WIP
=Elite Skills:
-Shroud of Darkness(Summon a shroud of darkness at a target location for 10s, blinding and redirecting foes)
-Painful Truth(Transform into a harbinger of death, gaining new skills and stability for 15s)
-WIP
>Traits
=Night Bringer(Power +10, Condition Duration +1%)
-WIP
=Darkness(Precision +10, Condition Damage +10)
-WIP
=Ritualist(Toughness +10, Healing Power +10)
-WIP
=Dark Metal(Vitality +10, Boon Duration +1%)
-WIP
=Harbinger(Crit Damage +1%, Decay CD -1%, Feast Damage +1%)
-WIP
So this is what i have so far. Tell me what you think and see if it is good enough, if anything needs to be added, removed, or changed. Thanks for your time and please leave feedback!
#2
Posted 25 February 2013 - 02:13 AM
#3
Posted 25 February 2013 - 02:28 AM
#4
Posted 25 February 2013 - 03:02 AM
Sounds OP..
#5
Posted 25 February 2013 - 03:08 AM
#6
Posted 25 February 2013 - 05:46 AM
Another issue with your concept is the "aura's" thing, it's all ready on the Elementalist, they have many "aura" abilities.
Finally, from what I've seen of arena net when they try and come up with a concept of a class they want it to be original, not "well it's a mix of x and x" I'm not saying it's going to be 100% original, but they don't want 3000 classes with different names and similar play experiences. I'm personally working on a concept of a 3rd heavy armor class as well because you know, it's just fair to have 3 of each armor class >.>
keep working on yours :]
Edited by Cevilo, 25 February 2013 - 05:47 AM.
#7
Posted 25 February 2013 - 06:10 AM
#8
Posted 25 February 2013 - 07:31 AM
Why not something like a Dragon Knight?
I had the idea a few months back, but as the name suggests, a plate wearing class who draws on powers similar to that of the elder dragons. Lore wise they could be a new profession that has arisen recently, those affected or exposed but not completely corrupted by an elder dragon learned to draw on those powers. Would also fit the darker plate wearing arch-type while remaining GW2-esque.
Weapons would cover a mix between Guardian and Warrior weapons; axe, sword, greatsword, bow, staff, torch, NOshield, w.e else
F1-F4 Profession mechanic could be "fields"(of influence/corruption). They would be aoe abilities the Dragon Knight activates, some emanate from the character, others are placed using aoe targeting circles. Certain utility skills could play off of the fields in a similar way that attunements affect certain Ele utility skills.
E.g
Field of frost: applies 1 second of chilled to enemies within an AOE of the user upon activation, and to new enemies that enter the field afterwards. Field emanates from the user for a few seconds, X cooldown
Field of crystal: aoe targeted ability, makes a circle with impassable terrain(crystals) around it's perimeter (effectively a guardian bubble, minus the knockback) for a few seconds. X cooldown
Then for a utility skill:
Dragon's Roar: roar like a dragon, sending out a kinetic blast which dazes foes in a line. If it passes field of frost, foes are also frozen to the ground (immobilized). If it passes Field of crystals, the field shatters, inflicting bleed to nearby foes.
The 5 trait lines could be modeled/named after each of the known/confirmed 5 Elder Dragons who currently influence Tyria. And the overall aesthetic could be a darker one, which is a currently unfilled niche (plate wearing dark knight type antihero). Guardian's lawful good, warrior's full on neutral, Dragon Knight could be chaotic neutral.
Not hugely different from the OP's general idea, but a few key conceptual differences.
#9
Posted 26 February 2013 - 01:57 AM
Arewn, on 25 February 2013 - 07:31 AM, said:
Why not something like a Dragon Knight?
I had the idea a few months back, but as the name suggests, a plate wearing class who draws on powers similar to that of the elder dragons. Lore wise they could be a new profession that has arisen recently, those affected or exposed but not completely corrupted by an elder dragon learned to draw on those powers. Would also fit the darker plate wearing arch-type while remaining GW2-esque.
Weapons would cover a mix between Guardian and Warrior weapons; axe, sword, greatsword, bow, staff, torch, NOshield, w.e else
F1-F4 Profession mechanic could be "fields"(of influence/corruption). They would be aoe abilities the Dragon Knight activates, some emanate from the character, others are placed using aoe targeting circles. Certain utility skills could play off of the fields in a similar way that attunements affect certain Ele utility skills.
E.g
Field of frost: applies 1 second of chilled to enemies within an AOE of the user upon activation, and to new enemies that enter the field afterwards. Field emanates from the user for a few seconds, X cooldown
Field of crystal: aoe targeted ability, makes a circle with impassable terrain(crystals) around it's perimeter (effectively a guardian bubble, minus the knockback) for a few seconds. X cooldown
Then for a utility skill:
Dragon's Roar: roar like a dragon, sending out a kinetic blast which dazes foes in a line. If it passes field of frost, foes are also frozen to the ground (immobilized). If it passes Field of crystals, the field shatters, inflicting bleed to nearby foes.
The 5 trait lines could be modeled/named after each of the known/confirmed 5 Elder Dragons who currently influence Tyria. And the overall aesthetic could be a darker one, which is a currently unfilled niche (plate wearing dark knight type antihero). Guardian's lawful good, warrior's full on neutral, Dragon Knight could be chaotic neutral.
Not hugely different from the OP's general idea, but a few key conceptual differences.
See that is something I would love to see/play. Definitely rerole if they did something like that, I just wanted something new in the game. I currently have an 80 Guardian and a 24 Ranger, I've started and stopped with a legendary multiple times, and I just want something new in the game. The Lost Shore event was fun, but I was only 40 at the time. And the lore friendly theme makes this acctually a really good idea. Thanks for the feedback everyone!
#10
Posted 26 February 2013 - 01:10 PM
Basically... I feel the game is "missing" a shapeshifting class. I think it would be a cool twist if this class had some sort of cursed (or "living" if we didn't go down the dark route) armor that warps itself and twists into different shapes (the F buttons), granting this knight different abilities. Dunno how it could be pulled off graphically without having completely unique armor skins for the class though. I guess partial transformations would work but eh.
#11
Posted 26 February 2013 - 10:33 PM
Zylo, on 25 February 2013 - 03:08 AM, said:
This.
The game does not need death knights.
What the game needs in terms of new professions is
1: Some type of shamanistic/druid architype that takes on aspects of different animals for different tasks. (the base ideas are already in the game used by different NPC's & used in different quests that have you transform.
2: A monk - far eastern style. By this I mean shaolin monk that combines martial arts & use of chi not monks as they were in GW1.
3: A Samuri, Heavy armor wearer, does not use shields but can use all swords, 2 handed weapons & bows. Specializes in control (IE cripples, weakness/stuns etc...) for the set up & burst for quick kills.
#12
Posted 26 February 2013 - 10:43 PM
#13
Posted 26 February 2013 - 11:22 PM
IF we see a new class in the future, i hope its heavy armored one.
#14
Posted 26 February 2013 - 11:47 PM
Arewn, on 25 February 2013 - 07:31 AM, said:
Why not something like a Dragon Knight?
"Snip"
The idea of a "Dragon Knight" IE someone who was corrupted by draconic energy but under their control seems very cool.
Hopefully Arena.net sees this & has an idea that is similar as it could be a great profession to be added in future expansion.
Katsumi Kei, on 26 February 2013 - 11:22 PM, said:
IF we see a new class in the future, i hope its heavy armored one.
This ^, we have 3 adventurers, 3 casters & 2 soldier classes.
we already have the insane brute strength role filled with the warrior & the holy/divine knight concept filled with the guardian. That only leaves a few concepts left for another heavy armor wearer.
I can only think of 2
1: A samuri
2: Some type of simi evil or corrupted knight IE the "Dragon Knight" as Arewin suggested.
#15
Posted 27 February 2013 - 08:28 AM
#16
Posted 08 May 2013 - 09:32 AM
#18
Posted 08 May 2013 - 08:25 PM
Edited by Haruka Zahm, 08 May 2013 - 08:25 PM.
#19
Posted 09 May 2013 - 01:15 AM
I like the concept here. Very good work.
Would also attempt to add more hp/berserker type of theme in it as well. (in which HP would be part of your resource/power management)
So in a concept play.. could see something like...
First turn on an aura for passive effect. Toss a hold-charged curse spell to weaken your foe. (both could be at cost of your HP). Toss a Soul chain onto the foe, which make all damage to do redirected to the chained foe. Attack it with little regard for your hp, so as it gets low (like 25%) it would trigger something like a War Lust, which up your damage. Toss a Bloodsucking Chain on to the foe for both damaging and to stay alive. etc.
#21
Posted 14 May 2013 - 12:08 PM
Cevilo, on 25 February 2013 - 05:46 AM, said:
There are a couple of things that might allow a concept such as this to work, however:
1) Of the four schools of magic, two of them have a magic-strong representative (elementalist and mesmer) and a martial-with-a-few-tricks representative (ranger and thief, respectively). Guardian sits smack bang in the middle, without really leaving much room for a Preservation user on either side, but the necromancer definitely sits on the magic-heavy side. A character that is mostly martial but uses a bit of necromancy to augment that could fit in there.
2) There are some things that GW1 necromancers were well known for that just haven't been transferred to GW2. Orders are one, MoP bombing is another, and the general concept of managing health through using life sacrifice skills is a third (necromancer Corruption skills come closest, but don't really get there). The first is tied to the third, while the first and second are probably missing because lorewise they weren't all that useful to a solo necromancer... but a physical attacker with a little bit of necromancy might love them.
So here are my thoughts of where to go:
Life sacrifice mechanics were probably removed because of the generally lower availability of healing in GW2 - if the healing available to a saccer is similar to other professions than the costs are likely to become prohibitive, while if the saccer is just given extra healing to compensate, then they would presumably be able to outheal a lot of things if they don't sacrifice. My solution to this, then, would be to tie the healing to the sacrifice skills, such that you have to make the sacrifice in the first place to benefit from the healing. This could create an interesting tie-in to dervish playstyles if doing so meant you lost the benefit of the health sacrifice as you healed, harkening back to the dervish's enchantment-stripping mechanic.
A possible example, then, would be a skill that when toggled on, steadily drains your health in order to apply Might stacks to nearby allies. After it's activated, the skill is replaced by a skill which deals damage to an enemy and heals you by an amount proportional to the number of Might stacks you have, but which consumes those stacks on activation. After said consumption occurs, the skill goes into cooldown until you can repeat the cycle. This creates a situation in which in most cases, a member of the profession (I'm going to term it an Executioner, as a result of a thought process that I'll go into later) can usually get away with granting Might stacks to allies and temporarily to the Executioner as long as they don't let their life total drop too low, but puts them at risk of being killed by a surprise spike if they don't reclaim their health in time, or, worse, a surprise spike preceded by boon removal. An Executioner would have to decide on the appropriate tradeoff between power and health and seek to maximise the former while keeping the latter at 'safe' levels. Of course, in a controlled situation such as a formal execution, an Executioner can afford to let their health drop almost to nothing before delivering the killing blow and reaping the sweet, sweet life energy of their victim, but the heat of battle rarely allows such opportunities.
Traditional spellcasting implements - staff, sceptre, focus - should probably be avoided. We already have enough professions that can use those, and use of magic-based ranged weapons would put the profession at a similar level of magic use to the Guardian. Instead, the Exectutioner makes use of instruments of execution - sword, greatsword and axe for decapitation, pistol and rifle to harken back to the firing squad, and torch for burning at the stake. A shield may or may not be an option as an acknowledgement of the risks of combat, as might an offhand dagger for performing a coup de grace on a weakened opponent.
Conditionwise, the Executioner has access to a range, but is probably best known for the fear of death (s)he inspires, for weakening the defenses of his or her victim through Vulnerability, and for crippling or immobilising a subject that tries to run. As a nod to the old MoP, a new condition may be available to the Executioner that stacks in intensity, causing allies of the sufferer to receive 1% of the damage received by the sufferer for every stack of the condition.
#23
Posted 14 May 2013 - 01:41 PM
ZCKS, on 26 February 2013 - 10:33 PM, said:
The game does not need death knights.
What the game needs in terms of new professions is
1: Some type of shamanistic/druid architype that takes on aspects of different animals for different tasks. (the base ideas are already in the game used by different NPC's & used in different quests that have you transform.
2: A monk - far eastern style. By this I mean shaolin monk that combines martial arts & use of chi not monks as they were in GW1.
3: A Samuri, Heavy armor wearer, does not use shields but can use all swords, 2 handed weapons & bows. Specializes in control (IE cripples, weakness/stuns etc...) for the set up & burst for quick kills.
draxynnic, on 14 May 2013 - 12:08 PM, said:
A possible example, then, would be a skill that when toggled on, steadily drains your health in order to apply Might stacks to nearby allies. After it's activated, the skill is replaced by a skill which deals damage to an enemy and heals you by an amount proportional to the number of Might stacks you have, but which consumes those stacks on activation. After said consumption occurs, the skill goes into cooldown until you can repeat the cycle. This creates a situation in which in most cases, a member of the profession (I'm going to term it an Executioner, as a result of a thought process that I'll go into later) can usually get away with granting Might stacks to allies and temporarily to the Executioner as long as they don't let their life total drop too low, but puts them at risk of being killed by a surprise spike if they don't reclaim their health in time, or, worse, a surprise spike preceded by boon removal. An Executioner would have to decide on the appropriate tradeoff between power and health and seek to maximise the former while keeping the latter at 'safe' levels. Of course, in a controlled situation such as a formal execution, an Executioner can afford to let their health drop almost to nothing before delivering the killing blow and reaping the sweet, sweet life energy of their victim, but the heat of battle rarely allows such opportunities.
#24
Posted 15 May 2013 - 12:31 AM
Another way of doing it - which is what it would probably default to for most boons that don't stack - is for it to have a set sacrifice and reclaiming cost, and while active, it provides a short-term boon per tick (so that the skill can keep the boon up, but the boon disappears quickly when the sacrifice is stopped unless there are additional sources around to stack it). The concern I have with a one-off sacrifice, though, would be that it might be possible to prebuff and then heal by other means, effectively getting the benefit without the cost once you get into combat. Easiest way to resolve that would be to have sacrifice skills that don't involve continuous sacrifice to have a limited duration.
Another possibility I've considered is one of using a special mechanic like auras instead of boons - this would allow for more complicated orders to be made.
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