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Old Mar 09, 2008, 04:36 PM // 16:36   #1
Ascalonian Squire
 
Join Date: Feb 2006
Guild: Beastin Mugs (BM)
Profession: W/Mo
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Default Beserker CC

Description: A warrior with class with strong ties to nature. They draw they're power from the animal pelts they wear into battle. Know for their feral brutality in battle and their knowledge of natural remedies. They can help treat allies with multiple herbs and mixtures while dealing damage with great weapons or even their own bare hands. Their most dangerous trait is their natural born Bloody Frenzy in battle. While in this frenzied state they are near unstoppable in combat but lose nearly all ration reasoning.

General Stuff:
-Armor
Their armor should be low, I say 55 max. Their armor types are;
Head-Headbands(ex: Berserkers headband +1 BF, Warriors headband +1 GWM, Animalists Headband +1 Claw Mastery)
Chest-animal pelts (ex: Snow wolf pelt 55 al, +20 against cold damage, Bear pelt 55 al, +20 against earth damage, Drake pelt 55 al, +20 against lighting damage)
Arms-gauntlets (ex: Berserkers gauntlets 55 al, +1 damage, -15 health, Bear gauntlets 55 al, +1 second to knockdown time, -5% attack speed)
Legs-kilts (ex: Berserkers kilt 55 al, +2 damage, -30 health, Bear skin kilt 55 al, +10% damage, -10% attack speed)
Feet-boots (ex: Berserkers boots 55 al +1 damage -15 health, Bear skin boots 55 al +5% damage -5% attack speed)
Their leggings should give them +5 energy.

Fatigue-While fatigued, a character's maximum health is reduced. Whenever a spell/skill causing fatigue is cast, the caster loses 20 maximum health. The amount of maximum health lost is shown at the right end of the health bar as greyed out. Maximum health lost to fatigue will be restored at a rate of 1 point every 3 seconds.



-Stats
They have 20 base energy, 25 with their leggings, and 2 pips of energy regeneration
They have the same with base health as others but with the endurance attribute it can go up to 600(12 points in endurance)

-Weapons
They have 2 weapon types
-Great Weapons: This includes Great Axes and Great Swords They should deal more damage than hammers but have a slower attack speed, I say somewhere around 2 seconds and 25-45 for their attack speed and damage
-Claws: These should deal the same damage as swords but have a slightly slower attack speed they are also 2-handed

Attributes-Endurance(primary attribute)
For each point in Endurance your health is increase by 10. Most Endurance skill help manage your health.

Skills
-Rest: 5e, 120r. stance
For 6-12 seconds you are resting. While resting you cannot attack, move, or use skills. Rest ends if you take damage. During rest you gain 4-8 health regeneration and 1-2 energy regeneration. When rest ends, you are cured of all conditions, fatigue and exhaustion.(this does not apply if ended prematurely)

-Exposure: 10e, 60r. skill
For 8-12 seconds you have +10-30% maximum health and +12-24 armor against elemental damage.

-Conserve Strength: 10e, 50r. skill
For 4-16 seconds you deal 25-15% less melee damage. When Conserve Strength ends, you are cured of all fatigued and gain 30-60 health.

-Endure: [Elite] 7a, 60r. skill
For 3-6 seconds, you cannot go below 1 health.

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-Bloody Frenzy
For each point in BF you increase your BF skills. Most skills in BF are related to increase abilities when you health is low. Also when your health drops below 15% all you melee attacks have 5% armor penetration.

Skills
-Bloody Frenzy: [Elite] 20e, 120s. Skill
For 10-60 seconds your attack speed is increase by 0-25% and all of your skills are disabled for 65 seconds.

-Feral Sense: 10e, 90s. Stance
For 10-30 seconds you move 15% faster and all of you melee attacks and skills cannot be blocked or evaded

-Wolf Howl: 6a. Shout
For 1-6 seconds near bye foes suffer from -10 al and near bye allies move 10% faster

-Berserkers Strike: [Elite] 7a. melee attack
If your health is below 66% this attack deals 1-25 more damage, if your health is below 50% you also gain 1-3 strikes of adrenaline, if your health is below 33% this attack results in a critical hit.

-Predatory Focus: 5e, 10s. skill
Your next attack results in a critical hit.

-Berserkers Influence: [Elite] 10e, 50s. skill
If target others ally health is below 66% they gain +0-1 energy regeneration, if their health is below 50% they attack 1-6% faster, if this health is below 33% they deal +1-12% more damage for 1-12 seconds.

-Berserkers Cry: [Elite] 15e, 60s. shout
If near bye allies health is below 66%, if they are wielding a melee weapon, they attack 25% faster. If their health is below 50% they also move 25% faster. If their health is below 33% they also gain double adrenaline for 1-12 seconds.

-Blood Scent: 5e, 15s. skill
For 1-12 seconds if you attack a target who is bleeding, your attacks cannot be blocked or evaded.

-Bloodbath: [Elite] 10e, 50s. skill
Sacrifice 50-33% maximum health. For 1-12 seconds you attack 33% faster, have a 2-12% chance to deal a critical hit, and gain double adrenaline. You receive 75-50% less from healing. When Bloodbath ends, you are fatigue.

-Death grip: [Elite] 8a, 60s. skill
If you are above 10% health, Death grip does nothing. You and target touched foe are immobilized for 3-6 second and both of your skills are disabled for 3-6 seconds.

-Shattering Roar: [Elite] 6a, 10r. shout
All near bye enemies lose 1 enchantment. All near bye allies lose 1 hex.

-Primal Roar: 4a, 5r. shout
Near bye allies's melee attacks deal +1-3 damage for 3-6 seconds.

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-Great Weapon Mastery: For each point in GWM you increase you chance of a critical hit with a great weapon. Increase GWM skills.

Skills
-Wide Swing: 5e, 9s. GW attack
Strike target and adjacent foes for 1-12 more damage.

-Disembowel: 7a. GW attack
If this attack hits it deals +3-15 damage and inflicts a deep wound for 1-12 seconds

-Jab: 5a. GW attack
If this attacks hits that target for suffers from bleeding for 1-24 seconds

-Thrust: 8a. GW attack
If this attack hits a bleeding foe, you deal +3-15 damage and they suffer weakness for 1-12 seconds

-Overhead Strike: 8a. GW Attack
If this attack hits it deals +1-25 damage and knocks down that foe. Overhead strike cannot be blocked, Overhead Strike is easily avoided.

-Whirling Strike: 5e, 9s. GW Attack
All adjacent foes are stuck for 1-6 more damage. If your health is below 33%, those foes actions are interrupted.

-Dragon's Breath: 10e, 10s. GW Attack
If this attack hits you deal 1-15 more damage and deal 1-30 fire damage.

-Dragon's Tail: 10e, 10s. GW Attack
If this attack hits you deal 1-30 more damage and if your attacks hits a moving target, they are knock down for 1-3 seconds.

-Storm Strike: 10e, 15s. GW Attack
If this attack hits you deal 1-20 damage and 1-40 lighting damage. If you have less than 50% health this attack has 25% armor penetration. This attack causes fatigue.

-Avalanche Blow: [Elite] 15e, 30s. GW Attack
If this attack hits you deal 1-20 damage and 1-30 cold damage and your target is knock down. If your health is below 50% you deal an additional 1-20 damage. This attack cause fatigue

-Achilles Tendon: 10e, 20s. GW Attack
If this attack hits, your target is cripple for 1-12 seconds. If your health is below 50%, you deal 1-6 more damage.

-Death Dealer Strike: [Elite] 10a. GW Attack
If this attack hits you deal 1-20 damage for each condition suffered from Target foe. This attack causes fatigue.

-Golem's Fist: 10e, 25s. GW attack
If this attack hits you deal +3-15 damage and 1-20 earth damage. If your health is below 50% all adjacent foes are struck for 20-40 earth damage. This attack cause fatigue.

-Rising Strike: 7a. GW attack
If this attack hits you deal +1-12 damage. If your health is below 50%, your target is knockdown.

-Falling Blade: [Elite] 10a. GW attack
Falling Blade takes 2 seconds to strike. If this attack hits you deal +2-24 damage. If your health is below 50%, your target is knockdown. If Falling Blade strikes a knock downed foe, they suffer from deep wound for 1-12 seconds.

-Whistling Swing: 5e, 30r. GW attack
This attack deals no damage. You swing your blade so fast it creates a loud, high pitch noise. Target foe cannot be affected by shouts, chants, or echos for 8-14 seconds.

-Brutal Charge: 5a, 40r. stance
For 4-8 seconds, you move 33% faster. Your next melee attack will knock down your target. If you are under 33% health, your next melee attack will also be a critical hit.
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-Claw Mastery: For each point in Claw mastery you increase your chance of a critical hit with claw weapons. Increases claw mastery skills.

Skills
-Rend: 5a. claw attack
If this attack hits you deal +1-12 damage and target foe begins bleeding for 1-12 seconds.

-Bear claw: (3a * Y). claw attack
If this attack hits your target is knock down for a random time between 0..1 and 3..4 seconds.
Y= the last knockdown time

-Maim: [Elite] 6a. claw attack
If this attack hits you strike for 1-30 more damage and your target begins bleeding for 1-24 seconds.

-Feral Swipe: 10e, 20s. claw attack
If this attack hits target foe is interrupted and if they where attacking they are knock down.

-Dragon Claw: 5e, 10s. claw attack
If this attack hits you deal 1-10 damage and deal 1-15 fire damage.

-Brutal Assault: [Elite] 10e, 40s. claw attack
Strike target foe 1-6 times, these attacks have a 50-25% chance to miss and a 1-12% to be a critical hit.

-Rake: 7a. claw attack
If this attack hits a foe suffering from bleeding you deal +2-24 damage and they suffer from a deep wound for 1-12 seconds.

-Slash: 8a. claw attack
If this attack hits a foe suffering from a condition and their health is above 50% you deal +3-36 damage.

-Poison Claw: 10e, 25s. claw attack
If this attack hits your target you deal +1-24 damage and they suffer form poison for 1-12 seconds.

-Enraged Slash: [Elite] 10a. claw attack
If this attack hits you deal 10 more damage for each fully charged adrenaline attack. Lose all adrenaline. If your health is below 33%, you lose no adrenaline.

-Furious Strikes: 15e, 45s. claw attack
Strike target foe 2-8 times. These attacks deal 50-25% less damage but you gain double adrenaline.

-Melendru's Fury:[Elite] 15e, 60r. claw attack
Strike target foe 2-6 times. For each attack that hits, your target loses one enchantment. For each enchantment lost this way, they take 6-12 damage.

-Throat Slash: 7a. claw attack
If this attack hits you deal +6-12 damage and target foe cannot cast shouts or chants for 8-14 seconds.
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Theme: I want the berserker to be very Celtic in his looks. I kinda think of him as a melee ranger, but whatever.

Last edited by trebes; Mar 09, 2008 at 05:04 PM // 17:04.. Reason: spelling(the bane of my exsistence)
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Old Mar 09, 2008, 04:58 PM // 16:58   #2
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Join Date: Dec 2007
Profession: E/
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like the FFX-2 berserker? like this http://www.ffshrine.org/ffx2/berserker.jpg
now y'know i would like this class to there
looks quite good
but your english spelling is in some places very bad and [skill]impale[/skill] already excists
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Old Mar 09, 2008, 09:35 PM // 21:35   #3
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Join Date: Jan 2008
Guild: i stand up for fig trees everywhere >_<
Profession: E/Mo
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i dunno
i still think the barber hold the CC winner cup still
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