Assassin Class
Posted: Thu Apr 21, 2005 10:31 pm
In reading over the ranger topic (http://forums.dark-legacy.com/viewtopic.php?t=388) I came across where Arureal mentioned a
new Archer class devoted to bows. While this is a possibility, it is a bit too narrow of an option for a full class.
Like bard is to pure-magic, assassin would have to be a rather unorthodox class. Perhaps this class could be called an assassin. He would have a large variety of skills. He would be a master of bows, crossbows, and throwing weapons, but obviously versed in the skills of the blade and hammer.
Some may believe that assassin would end up being much like the rogue class, but it is rather a class which would accent the rogue class very well. Assassin would be to ranged weapons what rogue is to melee weapons.
A few ideas for skills:
Throws - Give extra damage and attackroll bonuses to thrown items, possibly a speed bonus
Throw Food - Level 1 - Accuracy bonus for thrown foods in combat. Although very unorthodox, it allows common items to be used fairly effectively against weak mobs. Non-resistable damage/criticals (like non-elemental spells).
Throw Dagger - Level 10 - Speed and accuracy bonus for throwing daggers in combat. While low damage, daggers are able to be thrown quickly and relatively accurately. Piercing damage/criticals.
Throw Axe - Level 24 - Damage and accuracy bonus for throwing axes in combat. Although large and slow in being thrown, axes can do a large amount of damage to enemies. Although it will not do as much damage as an axe used in melee, a talented axe thrower may be able to sever appendages. Slash damage/criticals.
Throw Special - Level 40 - Ability to throw special class-only weapons. These weapons would include shurikens for pierce damage, balanced axes (or circular saws) for slash damage, some type of weapon for blunt, and then rare, uncraftable (or expensive to craft) items for large amounts of elemental damage.
Archery - Obviously, these skills focus around the use of bows.
Poison Quiver - Level 1 - Enchants a quiver of arrows with liquid explosives, poisons or, by use of special assassin elemental throwing items, elemental damage.
Power Shot - Level 10 - 'Lunge' type bow shot. Slower but with quicker damage. Slightly more balance drain compared to lunge, but slightly higher damage comparatively.
Tandem Shot - Level 24 - Basically
just a 'jab' compared to the 'thrust' of shot. It shoots faster with slightly less damage and slightly less balance drain. Becomes quicker with practice.
Multishot - Level 40 - Begins with a shot of two arrows, later progressing to four or five.
Miscellaneous - Skills that do not fall into any other category.
Martial Arts - Level 1 - Causes damage roll (with only half to 75% effectiveness on some stronger ones?) to affect punch, elbow, kick, headbutt, etc.
Explosives Training - Level 10 - Allows more effective use of explosives.
Snare - Level 10 - Severely lowers the retreat/advance speed of an enemy and prevents it from fleeing.
Create Bomb - Level 24 - Allows use of special items which assassins process into explosives usable by any class.
Assassins would obviously have the default skills of punch, elbow, etc. but would NOT recieve the dual wield skill. They would also not gain any spells or out-of-combat skills such as lock pick, detrap, hide/sneak (maybe hide?), or doorbash. They are also not designed for crowd control and recieve low armor skills. The lack of melee prowess makes them a truly distinct class, which can hold its own at range. In my plan, assassins seem to be very much an anti-caster class, but I would suggest some type of debuff for fighting meleers, such as the snare skill and their ability to poison arrows.
Looking back, it may seem that there are too many skills for a class, but when you think about it, the majority are passive skills. Also, Tandem and Power Shot basically replace jab and lunge for an assassin. All throwing skills would basically be weapon skills (perhaps other classes will get the first three up to a lower percent?).
new Archer class devoted to bows. While this is a possibility, it is a bit too narrow of an option for a full class.
Like bard is to pure-magic, assassin would have to be a rather unorthodox class. Perhaps this class could be called an assassin. He would have a large variety of skills. He would be a master of bows, crossbows, and throwing weapons, but obviously versed in the skills of the blade and hammer.
Some may believe that assassin would end up being much like the rogue class, but it is rather a class which would accent the rogue class very well. Assassin would be to ranged weapons what rogue is to melee weapons.
A few ideas for skills:
Throws - Give extra damage and attackroll bonuses to thrown items, possibly a speed bonus
Throw Food - Level 1 - Accuracy bonus for thrown foods in combat. Although very unorthodox, it allows common items to be used fairly effectively against weak mobs. Non-resistable damage/criticals (like non-elemental spells).
Throw Dagger - Level 10 - Speed and accuracy bonus for throwing daggers in combat. While low damage, daggers are able to be thrown quickly and relatively accurately. Piercing damage/criticals.
Throw Axe - Level 24 - Damage and accuracy bonus for throwing axes in combat. Although large and slow in being thrown, axes can do a large amount of damage to enemies. Although it will not do as much damage as an axe used in melee, a talented axe thrower may be able to sever appendages. Slash damage/criticals.
Throw Special - Level 40 - Ability to throw special class-only weapons. These weapons would include shurikens for pierce damage, balanced axes (or circular saws) for slash damage, some type of weapon for blunt, and then rare, uncraftable (or expensive to craft) items for large amounts of elemental damage.
Archery - Obviously, these skills focus around the use of bows.
Poison Quiver - Level 1 - Enchants a quiver of arrows with liquid explosives, poisons or, by use of special assassin elemental throwing items, elemental damage.
Power Shot - Level 10 - 'Lunge' type bow shot. Slower but with quicker damage. Slightly more balance drain compared to lunge, but slightly higher damage comparatively.
Tandem Shot - Level 24 - Basically
just a 'jab' compared to the 'thrust' of shot. It shoots faster with slightly less damage and slightly less balance drain. Becomes quicker with practice.
Multishot - Level 40 - Begins with a shot of two arrows, later progressing to four or five.
Miscellaneous - Skills that do not fall into any other category.
Martial Arts - Level 1 - Causes damage roll (with only half to 75% effectiveness on some stronger ones?) to affect punch, elbow, kick, headbutt, etc.
Explosives Training - Level 10 - Allows more effective use of explosives.
Snare - Level 10 - Severely lowers the retreat/advance speed of an enemy and prevents it from fleeing.
Create Bomb - Level 24 - Allows use of special items which assassins process into explosives usable by any class.
Assassins would obviously have the default skills of punch, elbow, etc. but would NOT recieve the dual wield skill. They would also not gain any spells or out-of-combat skills such as lock pick, detrap, hide/sneak (maybe hide?), or doorbash. They are also not designed for crowd control and recieve low armor skills. The lack of melee prowess makes them a truly distinct class, which can hold its own at range. In my plan, assassins seem to be very much an anti-caster class, but I would suggest some type of debuff for fighting meleers, such as the snare skill and their ability to poison arrows.
Looking back, it may seem that there are too many skills for a class, but when you think about it, the majority are passive skills. Also, Tandem and Power Shot basically replace jab and lunge for an assassin. All throwing skills would basically be weapon skills (perhaps other classes will get the first three up to a lower percent?).