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New Rogue Specific RacialsFollow

#1 May 31 2007 at 4:15 PM Rating: Decent
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Hey boy and girl rogues!

On my everyday long walks from the bus to my apartment I was thinking about WoW (as usual).

It occurred to me how priests had racial abilities for their class (Fear Ward, Devouring Plague, Star Shards) and that no other class had anything like it....
I was wondering if Blizzard would ever implement anything like it to other classes?

I was wondering how they could do it, rogue being kind of a tougher one to diversiate without making one more powerful than the next.

Here are just some thoughts, they don't have an EXTREME amount of thought put into them... tell me your thoughts/ideas are. xD

UNDEAD: Death Seal : 3 minute cooldown : Causes the next attack to drain life from the target, replenishing 30%/50%/70% of the damage back to the rogue.

TROLL: Blood Clot : 2 minute cooldown : Causes the next attack to clot the blood of the target, dealing additional 30%/50%/70% of the damage in bleeding damage over 12 seconds to the target.

ORC: Overwhelm : 2 minute cooldown : The next attack performed will cause an extremely high amount of threat damage and deal 150% damage. All threat from the rogue will be removed after 15 seconds.

BLOOD ELF : Steal Magic : 2 minute coolodwn : Steals a randomly selected enemy buff from a target and gives it to the rogue. If the target has no buffs, then a randomly selected debuff will be taken from the rogue and given to the target.

HUMAN : Mug : 2 minute cooldown : An attack the deals normal damage and has an additional chance to steal an item from the target. (Items will include health pots, mana pots, food, gems, grey items, white items) When used in PVP, the target will not get pickpocketed, but instead will not be able to use an item (health pots, mana pots, healthstones, soul shards) for the next 20 seconds.

GNOME: Steal Heart : 4 minute cooldown : Charms an enemy target causing them to fight for the rogue, attacking a nearby enemy of the rogue for the next 6/8/10 seconds.

NIGHT ELF : Lunar Shadow : 10 minute cooldown : Causes a lunar shadow to appear where the rogue currently is, attacking the current target of the rogue, dealing 25% of the total damage and absorbing the next 4 attacks used against the rogue. The rogue is put in the stealthed mode and allowed to leave combat.

DWARF : Throat Stab : 3 minute coolodnw : Stabs the target enemies throat, causing them to bleed everytime they attempt to cast a spell for the next 10 seconds. This damage is based on the rogues attack power.

This skills would level up at a trainer. They are first taught at level 30, then upgraded at 50 and 70.
What do you think?

Edited, May 31st 2007 8:16pm by Elyn
#2 May 31 2007 at 4:21 PM Rating: Excellent
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#3 May 31 2007 at 5:18 PM Rating: Decent
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Elyn wrote:
TROLL: Blood Clot : 2 minute cooldown : Causes the next attack to clot the blood of the target, dealing additional 30%/50%/70% of the damage in bleeding damage over 12 seconds to the target.

...that's kind of the opposite of a clot (a clot is a blockage, generally through the thickening of the blood, it does not bleed, it stops the bleeding).

Didn't read much else, but I agree with the above poster. Simply, no.
#4 May 31 2007 at 5:40 PM Rating: Decent
I'd rather they just did something with Ravenholdt. :\
#5 May 31 2007 at 5:45 PM Rating: Decent
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fullofdecay wrote:
I'd rather they just did something with Ravenholdt. :\

QFT
#6 May 31 2007 at 6:17 PM Rating: Default
It's something that's fun to think about when you're bored (in this case, walking from the bus), but in truth, I have to agree with the above posters: It ain't gonna happen.

Ah well, at least you tried. E for Effort.

Edited, May 31st 2007 7:18pm by Gillmatt
#7 May 31 2007 at 6:42 PM Rating: Decent
I like the undead one but can you talk about overpowered lol 70% of damage to health
#8 May 31 2007 at 9:01 PM Rating: Decent
I'm just laughing about the Undead one, more so that you decided to give it to the race that has WotF. Like, c'mon. And I thought that was enough. For a perspective, my mutilate with **** AP crits for around 2.5k. 70% of that is 1750. That's a LOT of health returned. And that's with a weaksauce mutilate as well. Imagine a 3.5k crit. That would return 2450 health. Now we are talking about 1/4 of a decked out PvP rogue. That's insane. I wouldn't mind class specific skills like what you talk about, but nothing like the mentioned ones that would make the game that much more slanted towards a rogue, or any other class for that matter. And in case you haven't noticed, none of the current racials scale with gear if I remember correctly, so they remain constant percentage wise at all levels.
#9 Jun 01 2007 at 4:07 AM Rating: Decent
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Meh, just trying to have fun with thoughts.

Didn't expect so much negativity.
/sad face
#10 Jun 01 2007 at 8:34 AM Rating: Decent
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WoW is serious business, Sir. You can't have fun with it.
#11 Jun 01 2007 at 8:57 AM Rating: Decent
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1,113 posts
Well, I liked them.


Anything that makes my rogue unique from other rogues is cool with me.
#12 Jun 01 2007 at 9:05 AM Rating: Decent
it's a cute idea, and fun to think about, but the priest racials already cause strife and problems. It would dramatically alter the landscape, and why do that when rogue is aready so much fun. It's a very neat, fun idea...like all the new classs concepts that pop up, but it would take an amazing amount of balancing to put into the game.
#13 Jun 01 2007 at 9:40 PM Rating: Decent
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HA!

I got my pity posts.
I'm satisfied.
#14 Jun 01 2007 at 10:25 PM Rating: Decent
They are quite wierd in the effect, but if you say it took you a little time to make them then it's nice :).

I was thinking of some rogue talents instead:
Silent actions: (subtlety)
You remain hidden to your targets friends after breaking stealth for up to 5 seconds. Effect only occurs if a succesful opener is used. You will lose the effect if any direct damage is taken. (no thorns or retri aura damage)

Impale: (assasination)
Impales the enemy with a sharp weapon for 300% weapon damage and aplying the poison on the main weapon for 2-5 doses. 80 energy, must be stealthed and behind the enemy.

Precise hits: (subtlety) (a bit overpowered)
Increases hit chance by 5%(or 3%). In adition it gives your sap abillity a 1% chance to instant kill the target. Effect cannot occur more than one time per minute (with this it's not so overpowered).



Edited, Jun 2nd 2007 8:27am by daskallu

Edited, Jun 2nd 2007 8:28am by daskallu
#15 Jun 02 2007 at 12:29 AM Rating: Decent
Quote:
Precise hits: (subtlety) (a bit overpowered)
Increases hit chance by 5%(or 3%). In adition it gives your sap abillity a 1% chance to instant kill the target. Effect cannot occur more than one time per minute (with this it's not so overpowered).


blizz will never implement a 1 hit automatic kill. unless they give it to every class? how could you ever think that would fly? i definantly dont want to be 1 shot ganked by somebody my level. unless the skill was learned at 70. but even then no.
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