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blessfrey gdd - armsman

The Armsman is one of the basic jobs available to the player and teammates. It is characterized by physical discipline and mastery of weaponry. The attributes are split between precise attacks with status effects and high mobility and slow, heavy attacks and high endurance.

Angel represents the deliberate power of the Armsman, while her twin Aries represents the flexible alacrity of the Armsman.

Their perk is Fitness.

Their attributes are...

artistry

stealthy, quick, and focused enough to sweep through places like you were never there and take out single targets easily

alternate paths by sneaking past security and efficiently assassinating targets

fight with bows, crossbows, daggers, martial arts. prefer to sneak through, only fight groups that cannot be avoided, and take out targets one at a time, drawing them out by priority.

power

master of martial combat, tough enough to take on a whole group of formidable enemies at a time

talents are high endurance, execellent combat form, and fighting with damage variety (blunt, slash, piece). Can use any weapon you pick up or fight open-handed.

job comparisons

Brawler

Both are physical combat-oriented, but Armsman has a disciplined approach grounded in tradition and honor, while Brawler uses an all-out, unconventional approach aimed to end combat swiftly. Armsman can train to use a variety of traditional weapons like swords, daggers, and bows, while Brawlers can make do with only their fists and environmental weaponry.

ideabox

previously

Previous names: Warrior, Fighter, Soldier, Archer, Heavy, Light, Twinblade, Weaponsmaster, Weaponmaster, Athlete

A lot of games' equivalent of the Fighter class are either very general or very specific. I need a class distinct from the Brawler class and other classes that coincidentally use melee or weapon attacks. I also don't know if I want the association of Soldiers, Warriors, etc, and their real world equivalents.

My interpretation is merely a highly disciplined and fit person who can take a lot of hits, run really far, and carry heavy stuff.

I think it is clean to keep specific weaponmastery tracts in this job and otherwise keep the other jobs clean for more variety. For instance, I could dedicate a quarter of the Tamer's attributes and skills to the use of the bow of daggers. OR I could give the Tamer more generalized attacks that can be used with any weapon, then allow the player to pump bow and dagger up by multiclassing with Armsman and specializing into light, mobile melee and ranged combat.

(Forcing profession and weapon combos was always lame to me in Guild Wars, even as flexible as it was back before they added the goofy Necro Scythes and stuff. Even if the meta would have enforced a monoculture of caster attribute spears anyway.)

I think Weaponmaster and Armsman capture the trained, disciplined approach, without restricting the class to melee or ranged combat. It also contrasts obviously with Brawler and other classes.