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Old Jul 02, 2006, 09:07 PM // 21:07   #1
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Default Berserker Concept Class

Berserker
/ Savage / Barbarian /

OPENING: Yes, I am well aware that there are already many Berserker-like concept class around, but just like to post out my version of it. Trebe’s Berserker CC is the one that is the closest to what I am envision, so there are lots similarities (But I won’t say copy) More so, I would offer an additional major game play mechanics, Fatigue, as well as some rework to Great Weapons in conjunction with other weapon masteries, to make this class more unique when played.

But I would say this is still much more like a compilation than an original, as there are many ideas that were taken or modified from many previous posts on the related subject. But I won’t give a detail credit, because I forget who to credit to, but you know who you are.

PREMISE:
I am sure many people already have a idea as to what a Berserk is and what they do. They have a similar role as a Warrior, but much more melee offensive orientated. When wielding a Brute Weapon, their damage is pure daunting. All men or women would be scary to come face to face with a Berserker. Added to their Rage skills, they become a force of pain. They can also make for a decent Tanker, due to their large pool of HP with their primary.

The challenge to play such class it HP and Fatigue Management. While low HP means big damage, it is still not always easy to keep your HP at border line, and their low Armor made it even harder. Fatigue also bar them from becoming too powerful with their attacks.

SPECIAL CONCEPT:

-Fatigue:
Fatigue would be a playing mechanism to balance out the overpowering blow of Berserk’s attack. Fatigue is like a turn-around of Adrenaline. You gain fatigue for every strike you make with a Brute Weapon, as well as by performing skills. As the fatigue start building up, you begin to suffer negative effect for each “level” that you stack up, such as this chart might suggest:

1-4 Strike of Fatigue: Normal Condition
4-6 Strike of Fatigue: Attack Speed Decrease by 20%
6-8 Strike of Fatigue: Movement Speed Decrease by 20% (plus all above)
8-10 Strike of Fatigue: HP Reduce by 20%, like Deep Wound (plus all above)
10-12 Strike of Fatigue: Energy Reduce by 20%, like Exhaust (plus all above)
12-more Strike of Fatigue: Take 30 HP for each time a new Fatigue is add on (plus all above)

As can see, the more Fatigue you build up, the worst you will perform in combat. Fatigue is reduced by not attacking, or not using Fatigue induce skills, but you can still use other skills/spell and/or move. But it will reduce back even faster if not moving and not using any skills. As a Berserker Primary, there will also be some skills that you can use to help reduce the adverse effect of Fatigue.

-Brute Weapon:
Can also be called Heavy Weapon or Great Weapons. As name implied, they are large Two-handed melee weapons, which would include Great Sword, Great Axe, and Great Hammer. In rough estimation, their damage range will be between 18-42, and attack speed of 3.5 seconds. (the numbers can be change, but general idea is still the same, huge damage but slow attack speed) Also inherently, when wielding such weapon, your movement speed will be decrease by 15%, and you won’t be able to equip any off hand item.

Now, a tricky thing came up. Will you be able to use such weapon with Warrior’s weapon skill? It would make thing lot easier if said no, but to add more variation, I would make it yes. For the requirement, see example below:

If it’s a weapon that says req: Brute Sword 10
You would be able to wield it with no penalty if you have:
Warrior’s Sword Mastery Attribute at 10…. AND/OR
Berserker’s Brute Weapon Master Attribute at 10.

But what about the skills? To counter the possible imbalance, would make A) for any Adrenaline Cost, will also induce strike of Fatigue at half of that Adr (so if the skill use 6 Adr, will add 3 strike of Fatigue) and B) for any energy usage, will double it (so if a skill use 5 eng, will now cost 10 eng). Combine with the slow cost of getting Adr due to its slow attack speed, the Fatigue cost to get to the Adr needed, and their inherent low energy, would make such skill none spamable, but still useable.


Armor:
-Low armor, between 50 to 65 AL (depend on the set)
Some Armor will give you more HP, some will have more AL, and some will help reduce the Fatigue.
-Will have 20 Energy, with 2 Pip of Energy Regen (can achieve 25 Energy with some armor)


Attribute:
----------------------------------------------------------------------
Constitution (Primary): For each points in this attribute, will increase the base HP by 10. Skills here will help with reducing damages and Fatigue.
----------------------------------------------------------------------
Brute Weapon Mastery: Will you to better wield a Brute Weapon. Also attacking skills with those weapons fall in there.
----------------------------------------------------------------------
Rage: Skills that improve your damage, most in relation with your HP.
----------------------------------------------------------------------
Primal: Various of skill that does conditional self boost or hindrance to their foe.
(might also include Claw Skills in there)
----------------------------------------------------------------------


SKILL EXAMPLES
(I still like to use variables like X and T as placeholder for numbers. They will be numbers that will vary with attribute ranks. This allows more freedom and easier to balance. Fill in the number as you seem fit)


Constitution

Hardy Physic
5e | 1c | 20r:
For T seconds, increase your Max HP by X. When this skill end, it will apply 3…1 strike of Fatigue.

Energizing Strength
10e | 1c | 20r:
Reduce Fatigue by 1…6 strikes.

Everlasting Endurance
10e | 1c | 30r:
For T seconds, reduce the Fatigue gain from attacking by half (but only counted for regular attack, not skills).

Faster Metabolism
5e | 1c | 20r (add 2 strikes of Fatigue):
For T seconds, will reduce any suffered negative conditions’ duration time by half.

Take In Burden
5e | 1c | 20r (add 4 strikes of Fatigue):
Target ally will move and attack 20% faster for T seconds duration.

Heavy Weight
10e | 1c | 25r :
Apply 3…6 strikes of Fatigue to yourself and target foe.

Brute Weapon Mastery:
(attack skills must have Brute weapon equipped)

Great Strike
3A | 0c | 0r (add 3 strikes of Fatigue):
This attack deal additional X more damage.

Giant’s Swing
10e | 2c | 45r (add 4 strikes of Fatigue):
Attack all foe in the front 90degeee, with additional X more damage.

Great Smash
5A | 2c | 45r (add 5 strikes of Fatigue):
This attack deal X more damage, and can not be block or evaded. This skill is easily interrupted when casting.

Overhead Smash
10e | 2c | 45r (add 5 strikes of Fatigue):
If hit, the target is Dazed for T seconds. This skill is easily interrupted when casting.

Knocking Blow
4A | 0c | 0r (add 5 strikes of Fatigue):
Target is Knock Down.

Knocking Swing
10e | 1c | 30r :
For the next T seconds, all you attack have 20% chance of knocking down your foe. For every time a foe is knockdown by this skill, will induce 3 strikes of Fatigue on to yourself.

Shattering Crunch
10e | 1c | 25r (add 4 strikes of Fatigue):
Will do additional X more damage. If this blow is block, will cause Cripple and Weakness. If it hit a knock down foe, will also cause Deep Wound.

Earth Breaker:
15e | 2c | 30r (add 4 strikes of Fatigue):
Smash your weapon down to break the ground. All nearby foe suffer X Earth damage, and is cripple for T seconds.



Rage:

Battle Rush
5e | 1c | 30r:
For T seconds, you will move 25% faster, but reduce X AL. Can only used when HP is above 25%.

Berserker Frenzy
5e | 2c | 45r:
For T seconds, if you HP is below 20% Max, you attack at 30% faster but have 20% chance of missing.

Blood Rage
10e | 2c | 30r:
For T seconds, if you HP is below 15% Max, your attack deal X more damage, have 20% chance of missing. .

Overstraining Frenzy
5e | 2c | 45r:
For T seconds, if you HP is below 25% Max, you attack at 30% faster and move 25% faster, but gain 1 Fatigue strike every second.

Death Frenzy
5e | 2c | 45r:
For T seconds, if you HP is below 20% Max, your attack deal X more damage and move 25% faster, but will loose Y HP at the end of this skill. This skill renew it self if you kill a foe within the time duration.

Final Strike
15e | 0c | 15r:
Can only be use when your HP is below 10% Max. Your next attack will do (1.5X – 3X) more damage.

Blood Fuel
5e | 1c | 25r:
Sacrifice 20% of your HP, and gain 1…10 energy and X more damage on the next T strike of attacks.

Strength in Blood
5e | 1c | 10r:
Sacrifice 25% of your HP, and reduce 1…4 strikes of build up Fatigue.

“I will not Fall!”
15e | 0c | 60r:
For T seconds, your HP can not go below 1, but can also not be heal to more than 1.



Primal

Beastly Instinct
10e | 1c | 30r:
For T seconds, you have 50% chance of evading attack. You gain 1 strike of Fatigue for every attack you evaded this way.

Primal Instinct
10e | 2c | 45r:
For T seconds, have 50% more chance of doing critical strike. You gain 2 strike of Fatigue for each critical strike done in this duration.

Pit Instinct
10e | 2c | 45r:
For T seconds, you will not miss your attack and won’t be effect by Blind. You suffer 1 Strike of Fatigue for each second of duration. (like enchantment, can be turn off early)

Scent of Blood
10e | 1c | 20r:
For T seconds, if there is a creature (friend or foe) suffer from Bleed nearby, your movement will increase by 20% for the duration.

Scent of Weakness
10e | 1c | 20r:
For T seconds, if there is a creature (friend or foe) suffer from Weakness nearby, your attack speed will increase by 15% for the duration.

Scent of Death
10e | 1c | 30r:
For T seconds, if there is a undead creature or corpus nearby, you will gain X more HP for the duration (the added HP will drop back down when the skill is over)

Intimating Gaze
5e | 1/2c | 15r:
If the target foe is current targeting you, the target will become immobile for 3 seconds.

Frightful Stare
10e | 1/2c | 20r:
For T seconds, target foe’s casting time is doubled. This skill ends if you move, attack, change target, or use other skills.

Beastly Growl
10e | 1/2c | 30r:
Target must be at touch distance. For T seconds, each time target attack or use attack skills, will cost 1 additional energy.


WEAKNESS
A Berserker, while supreme in melee combat, still has many weakness. When wielding a brute weapon, unless aid by skills, will usually make them move slow and attack slow. Their low energy also make them hard to upkeep with their skills. And while certain builds will enjoy low health, it also mean they tend to die fast.

Kitting is a great strategy against them. Slowly decrease their health, and follow up with a spike tend to be a great way to kill Berserker off. DoP and pressure damage is not a good way to go against them. Interruption build can also have some luck with it, as many of Berserker’s skill need longer casting time. While they don’t fear a Warrior as much (although they could still tank a Berserk pretty well), but up against a Assassin or another Berserker would also be a challenge.

CLASS COMBO
(some idea for combing with other class)

A War/Ber will surely enjoy the nice heavy armor, as well as the powerful damages. However, energy and fatigue would catch up with them real quick of they don’t manage it too well. They are also weak against magic and hexes. A Rage Warrior Build with using a regular weapon would be a good choice.

Mon/Ber or Ber/Mon is another class that would really help one another. Since you will be taking lots hits, having the ability to heal up and keep your self alive long and well is very important. Just watch out for Enchantment Striper.

Elm/Ber will really enjoy the large pool of energy, which allow use many damage skills at short time. Of course, that also mean lots Fatigue real fast. Good for dishing out spike melee damages.

PICTURES
Everyone like pictures!



(From Monster Hunter. goto http://ww2.capcom.com/monster/)





http://www.diabloii.net/features/mic...r-mock-ups.jpg

http://nashradicaled.free.fr/berserk...099%20copy.JPG

http://www.gwmania.fr/galerie/data/m...erker_uruk.jpg

http://www.delijst.net/delijst/filed...0(artwork).jpg
(of course)

http://www.gameforums.ru/uploads/638...%20cosplay.jpg
(haha, but its Awsome)

CC
-----------------------------------------------------------------

Thats about it for now. Comments and feed back welcome. And feel free to post pictures of Berserkers that you like.

Last edited by actionjack; Jul 03, 2006 at 05:49 AM // 05:49..
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Old Jul 02, 2006, 09:47 PM // 21:47   #2
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lol i love that first picture... that weapon is so huge
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Old Jul 02, 2006, 11:05 PM // 23:05   #3
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The barbarian guy is a little awkward and too beastly. (The one with the lointcloth) I'll get you some nice pics... I have just the site in mind. These are from SUN Ultimate Nation, a promising MMO. Very good graphics I hope the gameplay is as well. I suggest you use these and just get rid of the other ones.. Muahaha.



Onto the constructive criticism.. I really like the fatigue, but I have a few questions. If a W/B uses a brute weapon will he gain fatigue and not be able to take it off with out the Constitution attribute. If so thats a very good balancing manavuer.

Last edited by Nevin; Jul 02, 2006 at 11:16 PM // 23:16..
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Old Jul 03, 2006, 12:47 AM // 00:47   #4
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Quote:
Originally Posted by Nevin

Onto the constructive criticism.. I really like the fatigue, but I have a few questions. If a W/B uses a brute weapon will he gain fatigue and not be able to take it off with out the Constitution attribute. If so thats a very good balancing manavuer.
Nice Picture, but I don't want to see alot of armor on a Berserker class, thus I like the 2nd picutre best (the one with the face shield)

Fatigue is associatedw with any Brute weapon, thus anyone using that kind of weapon with gain Fatigue. Yes, most of skills that are meant to reduce Fatigue should be in the Berserker's Primary attribute. Of couse, you can always change weapon or start casting spells (depend on your build) to reduce Fatigue.
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Old Jul 03, 2006, 03:50 AM // 03:50   #5
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Quote:
All men or women would be scary to come face to face with a Berserker. Added to their Rage skills, they become a force of pain. They can also make for a decent Tanker, due to their large pool of HP with their primary.
*runs away screaming* Stay away from my mesmer!!!

Nah in all seriousness and all, thats a really interesting class you've developed. It's cool to imagine how differently you would play this character compared to and just like any other class. And the fatigue bit sounds really good as well.

I think that immobility is about the same as knockdown, but there are no defenses against it. So imitating gaze needs to be altered a little
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Old Jul 03, 2006, 04:06 AM // 04:06   #6
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Quote:
Originally Posted by actionjack
But what about the skills? To counter the possible imbalance, would make A) for any Adrenaline Cost, will also induce strike of Fatigue at half of that Adr (so if the skill use 6 Adr, will add 3 strike of Fatigue) and B) for any energy usage, will double it (so if a skill use 5 eng, will now cost 10 eng). Combine with the slow cost of getting Adr due to its slow attack speed, the Fatigue cost to get to the Adr needed, and their inherent low energy, would make such skill none spamable, but still useable.


Armor:
-Low armor, between 50 to 65 AL (depend on the set)
Some Armor will give you more HP, some will have more AL, and some will help reduce the Fatigue.
-Will have 20 Energy, with 2 Pip of Energy Regen (can achieve 25 Energy with some armor)

Great Strike
3A | 0c | 0r (add 3 strikes of Fatigue):
This attack deal additional X more damage.

Giant’s Swing
10e | 2c | 45r (add 4 strikes of Fatigue):
Attack all foe in the front 90degeee, with additional X more damage.

Great Smash
5A | 2c | 45r (add 5 strikes of Fatigue):
This attack deal X more damage, and can not be block or evaded. This skill is easily interrupted when casting.

Overhead Smash
10e | 2c | 45r (add 5 strikes of Fatigue):
If hit, the target is Dazed for T seconds. This skill is easily interrupted when casting.

Knocking Blow
4A | 0c | 0r (add 5 strikes of Fatigue):
Target is Knock Down.

Knocking Swing
10e | 1c | 30r :
For the next T seconds, all you attack have 20% chance of knocking down your foe. For every time a foe is knockdown by this skill, will induce 3 strikes of Fatigue on to yourself.

Shattering Crunch
10e | 1c | 25r (add 4 strikes of Fatigue):
Will do additional X more damage. If this blow is block, will cause Cripple and Weakness. If it hit a knock down foe, will also cause Deep Wound.

Earth Breaker:
15e | 2c | 30r (add 4 strikes of Fatigue):
Smash your weapon down to break the ground. All nearby foe suffer X Earth damage, and is cripple for T seconds.
Is it me... or even WITH adren your "Berserker" will have problems...
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Old Jul 03, 2006, 05:25 AM // 05:25   #7
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Quote:
Originally Posted by ID_Roto
Is it me... or even WITH adren your "Berserker" will have problems...
Well said. But its meant to be that way, so you couldn't keep using those heavy hitting skills. But yes, it might be a bit too much for it, which could include some changes such as having armor sets that would give you 28 to 32 energies, or armor that would give you 3 pip of energy regenm, and skills like

Outburst of Strength
Constitution attribute
3A | 0c | 20r :
Apply 4…2 strikes of Fatigue, but gain 10 energy.

Energy Rage
Rage attribute
5e | 1c | 30r :
You gain 2...6 pip of energy regen for T seconds. Can only be use when your HP is lower than 15% Max.

This also make a Elm/Ber or even Necro/Ber a good choice for those who want an all-out-attacker build who is not seeking the Survior title.
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Old Jul 03, 2006, 06:16 AM // 06:16   #8
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Quote:
Originally Posted by actionjack
Nice Picture, but I don't want to see alot of armor on a Berserker class, thus I like the 2nd picutre best (the one with the face shield)

Fatigue is associatedw with any Brute weapon, thus anyone using that kind of weapon with gain Fatigue. Yes, most of skills that are meant to reduce Fatigue should be in the Berserker's Primary attribute. Of couse, you can always change weapon or start casting spells (depend on your build) to reduce Fatigue.
The second one was more of a FOW armor, you know? Something a little more flashy.
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Old Aug 08, 2006, 02:00 AM // 02:00   #9
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i like this idea, and thank u for even metioning my cc!

more refined, more what a beseker should be
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Old Aug 08, 2006, 03:57 AM // 03:57   #10
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Quote:
Originally Posted by actionjack
Well said. But its meant to be that way, so you couldn't keep using those heavy hitting skills. But yes, it might be a bit too much for it, which could include some changes such as having armor sets that would give you 28 to 32 energies, or armor that would give you 3 pip of energy regenm, and skills like

Outburst of Strength
Constitution attribute
3A | 0c | 20r :
Apply 4…2 strikes of Fatigue, but gain 10 energy.

Energy Rage
Rage attribute
5e | 1c | 30r :
You gain 2...6 pip of energy regen for T seconds. Can only be use when your HP is lower than 15% Max.

This also make a Elm/Ber or even Necro/Ber a good choice for those who want an all-out-attacker build who is not seeking the Survior title.
hmm outburst of strengh sounds kinda like energy boon or w\e, still sounds like a solid concept
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Old Mar 13, 2007, 09:32 AM // 09:32   #11
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My ideas for a berserker would be using clubs, maces, flails, or some other brutal weapon. Then I think having Rage as a primary attribute would be cool. It could cause you to do more damage the higher your adrenaline is, or just cause you to build adrenaline faster.
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Old Mar 13, 2007, 10:47 PM // 22:47   #12
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AJ - I like the idea. However, I feel there's only one thing to be salvaged from this particular CC: Fatigue. It's a logical and cool game mechanic that could be used to define a new profession. However, it's not enough to be the sole novelty. I also personally like the idea of a class which can gain more HP with leveling, although a lot of people naysay that idea.

My verdict: Constitution is an original attribute worthy of a new profession. Keep that and revamp everything else!

I know a brute weapon is cool, but the Assassin already specializes in single-target spike damage, if what I've heard is correct. I'm sure there are subtle differences, but the end result is the same: a class that does ridiculous amounts of point-blank damage. Brute Weapon Mastery and Rage don't cut it for me (they're just different means for reaching the ends provided by a variety of Assassin and Warrior skills). The Primal attribute has no unifying factor.



P.S. Fatigue - does it have to do all of those effects? Having such a variety of consequences makes it difficult to succinctly conceptualize. Why not just slow down the character's movements and attack speed or something similarly simple?

If I were you, I'd combine Constitution with other more original attributes. Personally, I think a polearm or something like it would be perfect for this profession. Think about it... that would allow for some other new game mechanic (you know as well as I do all the discussion surrounding ranged melee weapons in the ´things missing from existing professions´thread) and it would only make sense that someone swinging around a giant halberd would get fatigued. Couple that with some other original function besides major damage dealer (already covered by sins and dervs) and you've got a new profession worthy of GW.

Last edited by nebojats; Mar 14, 2007 at 05:55 AM // 05:55..
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