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50% of the ranged damage done by the Vanguard comes from the Strength attribute.
Description: The Vanguard is a fighter that excels in both ranged and melee combat. The Vanguard has stances that can alter his stats and attributes, but not the abilities he can use. There is a twenty second cool down in which he cannot switch to a different type of stance. There is also a 5 second cool down (3 with talents) on his melee abilities that activates whenever he uses a ranged ability, and vice versa whenever he uses a melee ability. In this way, he can only play one role at a time, and is not overpowered. Unlike the hunter, he has no pet, and has less stamina than the warrior and less agility than the hunter. He makes up for these by having a higher intellect and spirit.
Play-style: The Vanguard uses balance, as well as mana. The way balance works is that it accumulates whenever the Vanguard uses an ability (similar to rage), but it dissipates whenever the Vanguard takes damage (unlike rage), however at a slower rate than it accumulates. The maximum balance is 100. What is unique about balance is that most abilities do not spend balance points, and some gain balance points. As the Vanguards balance points go up, he gains access to more, and stronger abilities. The Vanguard would start a fight at zero balance points, and he spent mana on abilities he would gain technique points and have access to more abilities that spend mana. Some abilities would be called “releases”. In a release ability, the Vanguard expends much of his current balance for a powerful attack. The idea behind this is that as battle goes on, Vanguards become more in tune with their environments, and thus more balanced, and the enemy can disrupt their balance.
Strengths: Plate, good tank, excels at melee and ranged combat, many self-buffs.
Weaknesses: No ranged abilities separate from his bow, can not use melee abilities at the same time as ranged abilities. Cannot buff other players. Few weapons. Cannot dual-wield. Because many of his abilities require a shield, the Vanguard will most likely only use one-handed weapons.
Lore (option 1): When Medivh fell, the Guardian magic returned and flowed once again into the hands of the Council of Tirisfal. They decided that the Guardian Magic was too great a responsibility for one person. The old, wizened mages gathered their eldest children, along with the most skilled Warriors and Rangers that had survived the War. They imbued them each with a bit of the Guardian Magic, naming them Vanguards.
-The reason the Horde have it is because the knowledge of the Vanguard magic was passed to them during their short alliance during the Third War.
Lore (option 2): Long ago, a small tribe of wizards received news of an impending mercenary attack. They ran, disguising themselves as a clan of barbarians, wearing heavy armor and weapons. The mercenaries, however, saw through their disguise and attacked. The wizards could not use their normal offensive magic while wearing their heavy armor, so they channeled their magic through their bows and blades. They won the battle, and afterwards they decided to always fight in this manner. They became the Vanguards.
Ability/Talent trees:
-Tactics: Contains stances, bursts (self-buffs) and other abilities. Only one burst can be active at a time.
--Basic Stance: no disadvantages or advantages
--Speed Stance: In this melee stance, the Vanguard does 10% less melee damage, but attacks 10% faster.
--Power Stance: In this melee stance, the Vanguard does 10% more melee damage, but attacks 10% slower.
--Heavy Stance: In this melee stance, the Vanguard moves 25% slower, but does 25% more melee damage.
--Light Stance: In this melee stance, the Vanguard moves 25% faster, but does 25% less damage.
--Sniper Stance: In this ranged stance, all ranged attacks gain +10 yards to their maximum range, but gain 5 yards to their minimum range and do 10% less damage.
--Point-Blank Stance: In this ranged stance, all ranged attacks lose 10 yards to their maximum range, but lose 5 yards to their minimum range and do 10% more damage.
--Enduring Stance: In this ranged stance, the Vanguard does not regenerate mana, but regenerates health in combat and regenerates health thrice as fast out of combat.
--Smart Stance: In this ranged stance, the Vanguard regenerates mana thrice as quickly, but his health is slowly drained.
--Rest: The Vanguard enters a tranquil state, increasing his health and mana regeneration by 300%. 5 min cool down
--Conjure Arrows: The Vanguard summons 60 arrows into his quiver.
--Sharpen Arrows: Increases ranged attack power of arrows (requires reagent) lasts 30 minutes
--Lighten Weapon: Increases attack speed (requires reagent) lasts 30 minutes
--Thicken Armor: Increases armor value from items (requires reagent) lasts 1 hour
--Shield Assist: 25% of melee damage taken by nearby allies is transferred to you. requires shield
--Double Arrow : While this is on (can be turned on and off), the Vanguard shoots two arrows at a time at 85% accuracy and damage.
--Triple Arrow : While this is on (can be turned on and off),, the Vanguard shoots three arrows at a time at 70% accuracy and damage.
--Quadruple Arrow : While this is on (can be turned on and off), the Vanguard shoots four arrows at a time at 60% accuracy and damage.
--Shield Strike: While this is on (can be turned on and off), the Vanguard attacks with his shield as if he was dual-wielding, but this halves the armor bonus attained from his shield and his chance to block.
--Focus Burst: Increases the Vanguard's chance to hit
--Fury Burst: Increases attack speed
--Power Burst: Increases attack power
--Guarded Burst: Increases armor for
--Agile Burst: Increases Dodge chance and Agility
--Wisdom Burst: Increases Spirit and Intelligence
--Energy Burst: Increases Stamina
Archery: Contains the Vanguard‘s bow abilities.
--Auto Shot
--Power Shot: Increases damage done. 1.5 sec cast. 6 sec cool down
--Blunt Shot: Attaches a blunt tip to the arrow, doing half damage, but knocking the target down.
--Point Blank Release: Removes the minimum range for the Vanguard’s bow for one shot. Spends 20 balance, 7.5 second cooldown
--Leg Shot: Shoots the target's leg, doing damage over time with minimal initial damage and slowing movement speed to 70%. 2 sec cast requires 15 balance
--Hand Shot: Shoots the target's hand, doing damage over time with minimal initial damage and disarming the opponent for 5 sec. 2 sec cast requires 30 balance
--Lung Shot: Shoots the target's lung, doing damage over time and making the target unable to gain health/mana/energy/rage for 10 seconds. 2 sec cast requires 50 balance
--Throat Shot: Shoots the target's throat, preventing the target from casting spells for 5 seconds. 2 sec cast requires 35 balance
--Eye Shot: Shoots the targets eye, causing it to fall to the ground and writhe in pain preventing any action and doing major damage over time. Lasts 8 seconds. 3 sec cast requires 90 balance
--Fire Arrow: Sets arrow on fire, doing additional fire damage and fire damage over time. 5 second cooldown
--Ice Arrow: Freezes arrow, doing additional ice damage and slowing movement/attack speed. 5 second cooldown
--Shadow Arrow: Curses arrow, doing additional shadow damage and lowering chance to hit by 40% for ten seconds. 20 second cooldown
--Thunder Arrow: Electrocutes arrow, doing additional nature damage and doing minimal damage to all nearby enemies. 10 second cooldown
--Arcane Arrow: Enchants arrow, doing additional arcane damage (because this has no special effect, the additional damage is greater). 10 second cooldown
--Net Shoot: Attaches a net to the shaft of the arrow. Fires over a targeted area, immobilizing all units within the targeted area for 5 seconds. 3 sec cast
--Spray Release: 3 sec cast. The Vanguard shoots a spray of arrows, hitting all enemies in front of him within 15 yards. 1 minute cool down. Spends 40 balance
Combat: Contains melee abilities and several abilities based on all the elements, excluding holy. It has several enchants for weapons and shields, however only one weapon enchant and one shield enchant can be active at one time.
--Power Release: Does double damage. Next melee. 10 sec cool down. Spends 25 balance
--Taunting Call: Doubles the amount of threat you generate for 1 minute.
--Insult: Causes the targeted enemy to focus on you and increases the threat you generate towards that enemy.
--Sweeping Attack: Attacks all nearby enemies for 150% weapon damage. Next melee, requires 90 balance
--Hilt Strike: Strikes with the hilt or blunt end of your blade, doing minimal damage and knocking the target down. Next melee. Requires 10 balance
--Shield Smack: You hit the target with your shield, doing 120% weapon damage. Requires 20 balance. 8 second cooldown.
--Shield Guard: Automatically blocks the next two attacks. Requires 90 balance. 2 minute cooldown.
--Fiery Shield: Does fire damage to the enemy when it hits you. Reduces fire damage taken. Has a 25% chance to burn it. requires shield
--Fire Weapon: Sets your weapon on fire to do additional fire damage and has a 25% chance to burn the target, doing additional fire damage over time. lasts 10 min
---Burning Strike: Burns the target's armor, reducing it by 25%. requires flame weapon
---Flaming Release: Does moderate fire damage to all enemies within 8 feet requires flame weapon. Spends 25 balance
--Frozen Shield: Does frost damage to the enemy when it hits you. Reduces ice damage taken Has a 25% chance to slow the enemy's attack speed. requires shield
--Ice Weapon: Freezes your weapon to do additional ice damage and has a 25% chance to slow the target's movement and attack speed. lasts 10 min
---Frozen Strike: Freezes the target in a fragile casing of ice. The target cannot perform any action for 15 seconds, but his health/mana/energy regenerates faster. Any damage will remove the effect. requires ice weapon, 50 balance
---Cold Release: Slows the attack speed of all enemies within 8 feet to 70%. Requires ice weapon. Spends 25 balance
--Shadow Shield: Does shadow damage to the enemy when it hits you. Reduces shadow damage taken. Has a 25% chance to fear the enemy. requires shield
--Shadow Weapon: Curses your weapon to do additional shadow damage and has a 25% chance to lower the target's chance to hit. lasts 10 min
---Mind Darkening Strike: Sends energy from the Twisting Nether through the targets body, lowering all stats by 10%. Requires shadow weapon, 50 balance
---Dark Release: strikes fear into all enemies within 5 yards for ten seconds. Requires shadow weapon. Spends 75 balance, 2 min cooldown
--Lighting Shield: Does nature damage to the enemy when it hits you. Reduces nature damage taken. Has a 25% chance to stun the enemy. requires shield
--Lightning Weapon: Electrocutes your weapon to do additional nature damage and has a 25% chance to thunder strike, doing 50% of your weapon's average damage to all nearby enemies. Lasts 10 min
---Stunning Strike: Sends electricity all throughout the target's body, stunning it for 8 seconds. requires lightning weapon. spends 50 balance
--Arcane Shield: Does arcane damage to the enemy when it hits you (because this has no special effect, the damage is greater). Reduces arcane damage taken. requires shield
--Arcane Weapon: Enchants your weapon to do additional arcane damage (because this has no special effect, the additional damage is greater). lasts 10 min
---Arcane Strike: Sends arcane energy through the target, doing arcane damage and knocking it down. requires arcane weapon. spends 50 balance
Most class suggestions are lame but this one actually sounds interesting.
I particularly like the idea of balance, although it sounds like balance would be better suited for a dps role, wasting the plate armor.
But overpowered ... He shouldn't be as good as a hunter for ranged, about half as good but no more. Too many shot-attacks.
Quote:
Strengths: Plate, good tank, excels at melee and ranged combat, many self-buffs.
This is too much... almost sounds like a superhero. But your on the right track. Just tone it down some. Cuz if he excels at both... if your far, he's gonna get you, if you're close, he's gonna get you. And he'll be self buffed for whichever situation he's in. How many is "many self-buffs?" if it's more that 2 then it's too much... ok MAYBE 3.
We need another melee class, but it should be something unlike what is around now... This one is intresting, but I'd almost be ready to say, drop the plate, replace the plate with cloth... (leather at 40) and call him a monk.
Bare-Handed (weapons could be anything, spiked bracers + spiked shin guards, even glove weapons, they'd all equip in the normal weapon slots), Cloth Wearing Melee Monk DPS machine.
I was thinking, you know you can equip Main-Hand, and Off-Hand... Well lets say Main-Hand is actually Main-Side (you'd get the Spiked bracers and Spiked Shin Guards) so therefore you could mix and match. Or you could just have 4 weapon slots... 1 Main-Hand, 1 Main-Leg, 1 Off-Hand, 1 Off-Leg
But overpowered ... He shouldn't be as good as a hunter for ranged, about half as good but no more. Too many shot-attacks.
This is too much... almost sounds like a superhero. But your on the right track. Just tone it down some. Cuz if he excels at both... if your far, he's gonna get you, if you're close, he's gonna get you. And he'll be self buffed for whichever situation he's in. How many is "many self-buffs?" if it's more that 2 then it's too much... ok MAYBE 3.
We need another melee class, but it should be something unlike what is around now... This one is intresting, but I'd almost be ready to say, drop the plate, replace the plate with cloth... (leather at 40) and call him a monk.
Bare-Handed (weapons could be anything, spiked bracers + spiked shin guards, even glove weapons, they'd all equip in the normal weapon slots), Cloth Wearing Melee Monk DPS machine.
I was thinking, you know you can equip Main-Hand, and Off-Hand... Well lets say Main-Hand is actually Main-Side (you'd get the Spiked bracers and Spiked Shin Guards) so therefore you could mix and match. Or you could just have 4 weapon slots... 1 Main-Hand, 1 Main-Leg, 1 Off-Hand, 1 Off-Leg
Like crap armor, but +dodge up the ying yang.
Thats different. Cloth wearing Melee.
Well, he excels at range, but he's not neccessarily better than a hunter. I'm not sure if he is, but probably not. Maybe like 80% the ranged strength of a unter.
About the "many self-buffs". He has a lot, but most of them can't be used all at once. He can only use one burst and one weapon upgrade at once, for instance.
Drop the Plate? Maybe for Mail, I haven't decided. I gave him plate because he doesn't have a pet, unlike the Hunter. It was to balance it out.
Your last few paragraphs talk about a Monk. I can make a monk write up if you want, but don't remake the Vanguard.
Mm. I dunno about that. He sounds interesting, but to me it looks like you just mashed every class' good attributes, particularly the melee, into one character. You put alot of thought into it, but you've really gotta revamp him.
As far as that monk goes, to me that sounds a little too similar to the rogue class.
Well, he excels at range, but he's not neccessarily better than a hunter. I'm not sure if he is, but probably not. Maybe like 80% the ranged strength of a unter.
About the "many self-buffs". He has a lot, but most of them can't be used all at once. He can only use one burst and one weapon upgrade at once, for instance.
Drop the Plate? Maybe for Mail, I haven't decided. I gave him plate because he doesn't have a pet, unlike the Hunter. It was to balance it out.
Your last few paragraphs talk about a Monk. I can make a monk write up if you want, but don't remake the Vanguard.
If you could write up a Monk class, that would be very very awesome of you.
Another thing, I don't think he should ever get leather, Monk = Cloth and Dodge like CRAZY. Think up some stuff, meditative trances can deflect a sword... (just watched Hero with Jet Lee)
Quote:
Originally Posted by Jondar
As far as that monk goes, to me that sounds a little too similar to the rogue class.
A monk would be nothing like a rogue, I know I was very brief with the description, but like I said, unarmed combat, but like spiked bracers n' shin guards.
I doubt their would be stealthing involved, maybe levitation? Or something like a blink? Maybe a high jump where you lose sight of him, and he appears in a spot of his choice (behind you) and stuns you with pressure points, contortions, submissions, ROUNDHOUSES!
Things like that, very very very hard to hit, but cloth wearer so when you DO hit him, his health drops a considerable ammount.
A monk is quick, quicker than a rogue, but not as strong (lots of small hits, almost like a DoT spell but actual hits) and evades by moving behind and everywhere.
A monk would be nothing like a rogue, I know I was very brief with the description, but like I said, unarmed combat, but like spiked bracers n' shin guards.
I doubt their would be stealthing involved, maybe levitation? Or something like a blink? Maybe a high jump where you lose sight of him, and he appears in a spot of his choice (behind you) and stuns you with pressure points, contortions, submissions, ROUNDHOUSES!
Things like that, very very very hard to hit, but cloth wearer so when you DO hit him, his health drops a considerable ammount.
A monk is quick, quicker than a rogue, but not as strong (lots of small hits, almost like a DoT spell but actual hits) and evades by moving behind and everywhere.
Still sounds an awful lot like a rogue to me. What do rogues do? Wear light armor, deal lots of damage fast, and if they are built like it, have lots of stuns/evasions. Give them fist weapons and youve got your monk (minus the stealth).
Still sounds an awful lot like a rogue to me. What do rogues do? Wear light armor, deal lots of damage fast, and if they are built like it, have lots of stuns/evasions. Give them fist weapons and youve got your monk (minus the stealth).
Really it all depends on how you percieve the lore on monks in video games and real life. In most games, the lore is based off of the Xiaolin breed of Bhuddist monks, however in Guild Wars, for example, they are more like Catholic monks.
A monk in WoW could be different than a rougue if you gave him Ki and Ki based attacks including close and long ranged. He could also possibly have heals and aura like buffs.
Really it all depends on how you percieve the lore on monks in video games and real life. In most games, the lore is based off of the Xiaolin breed of Bhuddist monks, however in Guild Wars, for example, they are more like Catholic monks.
A monk in WoW could be different than a rougue if you gave him Ki and Ki based attacks including close and long ranged. He could also possibly have heals and aura like buffs.
Yeah I was going to mention that, have healing spells, unlike a rogue, which the Monk does not even remotely remind me of a rogue in the first place, don't know why it would. Acutally my personal opinion is that Blizz should have put in Monks instead of Rogues. No I've never played EQ.