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Old Jan 22, 2007, 08:54 AM // 08:54   #1
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Join Date: Nov 2005
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Default Dwarven Battlerager

WIP, be gentle. Actually it's not a work in progress anymore as far as I'm concerned I've put almost as much effort into a suggestion as it's going to get. I tried to counter some powerful issues with weaknesses in other areas.
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Dwarven Battlerager(lots of explanation and more vague ideas at bottom, be sure to read if you want to dog on me for a too powerful skill or impossible skill) I wrote it up in notepad, so sorry if there's format issues, I did a quick scan....

Abillities/Attributes:

Rage: Improves Rage skills Effectiveness. Every % of damage taken yields 1pt above max life, up to 10hp at lvl 3, and 100hp at lvl 12.(Degen damage does not count, regen healing negates this effect)

Dwarven Armor: Improves Melee skills, to include weapon, armor, drunkness, and even stench. Dwarven ale decreases effectiveness of poisoning and disease(and other related degen), but increases burning and illusionary degen, when 3 or more are imbibed. This effect doubles at 6. After 3-6 drinks you have 30-60 seconds of benifits at level 8. 50% at Ability 4(minimum) and 150% at Ability 12(maximum)

Group Tactics: Improves Skills vs Groups.

Singlemindedness(can't think of a better name): Improves skills based on 1 vs 1 battle. If foe dies within 120-30 seconds of a SM skill, you suffer exhaustion and recieve a temporary moral loss(depression), 30-120 seconds.
_____

Skill examples:
I know there will be balance issues, that's why I didn't include cost and cast times, and all values and times will probably need tweeked.


Rage:

-Sweet Revenge- Skill. For 30 seconds if any party member(only henchmen/heros, party members, and pets above level 15) in range is dead, attacks do an extra 3-12 damage.

-Inspire Fear- Skill. For 15 seconds, Foes suffer 2 - 20 moral decrease.

-Rend Armor- Touch skill. Grapple and convulse, for 20-45 seconds Foe's armor is decreased 10-(50% at lvl 16) Target takes 20-50 damage.

-Rend Flesh and Bone- Elite Touch Skill. Grapple foe and convulse, cause bleeding, crippling, deep wound, and weakness for 6-15 seconds. Target takes 30-75 damage.


Dwarven Armor:

Mules and Elbows- Stance. For 15-60 seconds all adjacent foes suffer bleeding for 3 seconds(cumulative), 25% chance every Time you attack or use a skill. IF knocked down, all adjacent foes suffer bleeding for 9 seconds.

Foul Halitocious- Skill. Fleshy creature breathed upon takes 3 damage and suffers Disease and Dazed for 5-20 seconds, add 2 seconds for each Dwarven ale still active(1 minute each, up to +12)

Gasseous Emenations- Skill. All nearby non-dwarven fleshy creatures suffer disease for 3-15 seconds. Above level 12 dwarves suffer -2 health degeneration for 3-12 seconds. (loosening and adjusting armor animation, to include green emenating cloud).

Rusty armor- Touch Skill, Grapple foe and create disease for 3-18 seconds.

Apply Solvent- Skill. Oil you rarmor to reduce the noise you make. Lasts 30 seconds and reduces aggro bubble by 8%. Must have armor equipped.

Apply Dangerous Solvent- Preperation. Any armor inflicted damage also causes poison for 5-12 seconds.


Group Tactics:

-Catapault- Stance. For 3 seconds move 20% faster, for another 3 seconds duck and roll 40% faster in a straight line doing 5-12 weapon damage each enemy passed. Can only be knocked down or interupted in first 3 seconds.

Fetal Curl- Stance. Drop to the ground and curl up tightly, for 10 seconds armor increases 25% and 1-20 physical damage is done to every Melee attacker each attack. Cannot be Knocked down or interrupted, can be
used while knocked down.

Stage Dive- Must Use skill on elevated ground. Dive attack, target foe takes 55-90 damage, adjacent foes take 48-80 damage, Nearby foes take 15-20 damage. All nearby foes are knocked down for 3 seconds. This skill causes dazed on yourself for 16-4seconds(0 at lvl 16)and knocks you down for 1.5 seconds.

Cold One- Ale attack, hurl a partially frozen Dwarven ale, doing (X) ice damage, slowing and dazing adjacent foes for (X amount of time). Targets and all adjacent are interrupted, and cannot cast or use skills slower than 1/2 second for duration.

Warm One- Ale Attack, hurl a flaming Dwarven ale, doing (X) damage, and setting adjacent foes on fire for (X amount of time)Targets and all adjacent are interrupted, and cannot cast or use skills slower than 1/2 second for duration.


Singlemindedness:

False Bravado- Taunt enemy foe, If Foes Current HP is above your maximum hp, your Max rises for half of the difference. Lasts 60 seconds.

Bravado - Taunt enemy foe, If your current HP is above your Foes current HP, his Maximum falls by half the difference. Lasts 30 seconds.
_________


I kinda petered out on creative wording while typing this up. I also used Skill/stance/whatever a little sporatically, most definitions pretty much sum up what they are. I know there will be balance issues, that's why I didn't include cost and cast times, and all values and times will probably need tweeked. Alot of this was copy and pasted around, because I'm definately not a linear thinker. Feel free to ask clarification questions.

As far as Weaponry goes, I would like to see 2 Seperate Gauntlets, one for each hand. Make them equivalent to sword or axe damage. A 15-22 gauntlet will only do that much damage when paired with another 15-22 glove
or better. Average the DMG stats when combining dual weapons. As far as upgrades and modifiers go, make them equivalent to wands and offhands. You could go so far as to make a series of shield looking weapons, as some offhands are right now, to give players options. (I originally started with armor affecting skills, but they could all be neatly tied up to relate to types of gloves used. Grapples and other bodily contact skills would deal damage equivalent to Gauntlets worn, gloves of fire do fire damage, etc.)


Grapples are uninterruptable, or only interruptable in the first 1/4,1/2 second. Knockdown's that happen after grapple is ensued, knock down target and Player, but do not interrupt.


Small Shields would also be avaliable to be used as weapons, but with only one mod, Armor + x serves The other.

Armor sets would include Heavy variants.
Heavy armor increases armor VS (whichever, or + energy) but lengthens knockdown times.

Due to noisy armor, Aggro bubble is increased by a certain ratio(10% for reference), unsure of "fair" level.
This is reduced by 8%(dwarves grumble and aren't stealthy at all) by removing all armor or using a skill.

Dwarven ale decreases effectiveness of poisoning and disease(and other related degen), but increases burning and illusionary degen, when 3 or more are imbibed. This effect doubles at 6. After 3-6 drinks you have 30-60 seconds of benifits.

I would also love to see Dwarven ale figure into the abilities and skills, as referenced above. If a skill requires a consumption/use of a single ale it removes it from the inventory(IE Cold One, Warm One.) But in order to help against disease as mentioned or is a pre-requisite(see foul halitocous), the player has to double click in the inventory. By all means dwarves, feel free to drink and quest.
At 200g for Dwarven ale(and only dwarven ale) people will be hesitant to use them, so either Cold/Warm One skill could be souped up a bit more.(Fits into RPG too, only a desperate dwarf will waste his ale on anything but himself)


Final note:

This is more of a template as to how things should work, not every Idea has to be taken, as each ability has inherant effects. (I like the natural HP buff the best, along with the ale protection, and dual guantlet weapons, these things were my base and I equalized them best as I could) Some are poorly thought out ideas and notes I included in the appropriate spot.


Again I stress, don't pass it off as too powerful. Cost and casting times were left out for a reason. The post isn't about numbers or power, but about image.
Please keep that in mind at all times, Here's Tom with the weather.

*Edit
If I still didn't post in the right place, pphhtt. Do your job mods, don't complain or whine to me that I didn't do it for you.
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