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Old Nov 26, 2005, 01:15 AM // 01:15   #21
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Quote:
Originally Posted by jesh
*Grappling - put enough skills into this line that a Beserker would have the option of forgoing a weapon entirely, in favor or turning things to much with their bare fists. Think - Black Belt from 8-Bit Theater

Zodiac Fist: Melee Attack - This attack has a 2 second charge time. When the 2 seconds expire, launch a melee attack that effects up to 12 creatures for (grapple level*(hp lost/5)) damage.

*Other cool idea: have the above attack use a different element or effect for each sign of the zodiac. How cool would that be?
Yes.. my inner Cosmo is explording as I read that. Maybe have golden armor too?
A bare fist fighter has too much potential that it is hard to fit them into one class (yes, I did wrote one about them before) I was thinking more in line of Street Fighter's Zangief, or any WWF star. Lots Arm Locks and Bear hugs, which let your ally hit on them (and on you as well) while you pin them down. Isn't it everyone's fantasy to be Pin Down by a large Beefy Man?
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Old Nov 26, 2005, 08:58 PM // 20:58   #22
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Well there is another option.. make the Grapple line more of.. different moves, and less hand to hand, since that seems to be better suited to a different class entirely.


Hand Twist: Opponent loses 20% attack power and cannot use weapon skills pertaining to that weapon for X seconds.

Side Strike: For the next X seconds, when an opponent attempts a melee attack, it misses and you counter attack for +10-34 damage.

l0l3rs8s: For X seconds, you take double damage from all attacks. When l0l3rs8s ends, target foe takes that amount of damage, and is knocked down.



Meh, I'm too tired to think of any more real ideas, but hopefully someone gets what I was trying to say.
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Old Nov 26, 2005, 10:03 PM // 22:03   #23
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How about a skill like:

Hold UP cann't think of a better name)
8 strike of Adr :
You and your target are immobilize for 3 seconds. Must be apply at melee range. You will also suffer any damage your target receive. (excluding DoPs)

this would make a very nice team combo build. Hold up the Monk, while other spike him. Of couse, they might also kill you in the process, which make Endurance Primary shines, so you might out last them in HP.
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Old Nov 27, 2005, 01:31 AM // 01:31   #24
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Ah, reminds me of Root in Ragnarok. Basically your skills are blacked out, and neither of you can move/attack/cast. In Ragnarok though, you could use certain moves, starting out weak, while rooted, and the other person couldn't, giving you a slight advantage. I don't know how that would be implemented in GW, but it'd be interesting.
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Old Nov 27, 2005, 05:53 PM // 17:53   #25
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I think we should have a savage class that is so buff they use boulders and tree trunks as weapons.

WTS golden big rock of fortitude
WTS Purple fiery tree limb of shelter.

I think it would be cool to go around kicking ass and taking names with a friggin tree over your shoulder. And i dont mean some scaled down stick, i mean a tree baby!!
i whipped this up in a couple of minutes to show you what i mean.


WTS golden christmas tree of holiday cheer!!!

(I was serious about haveing trees and boulders and weapons.)
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Old Nov 27, 2005, 06:07 PM // 18:07   #26
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Quote:
Originally Posted by benmanhaha
I think we should have a savage class that is so buff they use boulders and tree trunks as weapons.

WTS golden big rock of fortitude
WTS Purple fiery tree limb of shelter.

I think it would be cool to go around kicking ass and taking names with a friggin tree over your shoulder. And i dont mean some scaled down stick, i mean a tree baby!!
(I was serious about haveing trees and boulders and weapons.)
haha.. yeah, that would be pretty cool. Yes, a big block of Tree or Stone Pole would be a good weapon. (since there are big axe and big sword, could use that as the big hammer as part of Heavy WEapons)

Could also rip from CoV, and have them Pull out Chucks of Rock and throw it for Area Damage. with the sound effect, Rorrrrrrra..............thump.
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Old Nov 27, 2005, 06:32 PM // 18:32   #27
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i was thinking about that, but it seemed like it infringed on an earth ele. so i left it out.
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Old Nov 27, 2005, 11:39 PM // 23:39   #28
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Quote:
Originally Posted by actionjack
haha.. yeah, that would be pretty cool. Yes, a big block of Tree or Stone Pole would be a good weapon. (since there are big axe and big sword, could use that as the big hammer as part of Heavy WEapons)

Could also rip from CoV, and have them Pull out Chucks of Rock and throw it for Area Damage. with the sound effect, Rorrrrrrra..............thump.
i love these ideas i'd love to beat a charr into the ground like a railroad spike with a big tree trunk
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Old Aug 31, 2006, 04:42 AM // 04:42   #29
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there should be a BERSERKER class who is some what lower on def and hp than a warrior but designed for bigger damage bonuses and faster attack.
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Old Aug 31, 2006, 11:35 AM // 11:35   #30
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They could use double hammers/axes like the kanaxai, or they could just use a melee weapon that counted as double handed, but the battle motion would just be them swinging it away in 1 hand, although this would cause some confusion
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Old Aug 31, 2006, 04:05 PM // 16:05   #31
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Default heres mine

heres mine

Beserker 3.1

Desciption: A warrior with class with stong 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 knowlegde of natural remedies. They can help treat allies wtih multiple herbs and mixtures while dealing damage with great weapons or even their own bare hands. Their most dangerous trait is their natual born Bloody Frenzy in battle. While in this frenzied state they are near unstopable 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: Bersekers headband +1 BF, Warriors headband +1 GWM, Animalists Headband +1 Claw Mastery)
Chest-animal pelts (ex: Snow wolf pelt 55 al, +20 against cold damge, Bear pelt 55 al, +20 against earth damge, Drake pelt 55 al, +20 agaist lighting damge)
Arms-gauntlets (ex: Besekers gauntlets 55 al, +1 damage, -15 health, Bear gauntlets 55 al, +1 second to knockdown time, -5% attack speed)
Legs-kilts (ex: Besekers kilt 55 al, +2 damage, -30 health, Bear skin kilt 55 al, +10% damage, -10% attack speed)
Feet-boots (ex: Besekers 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 thier 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 enduance)

-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 with coping with damage.

Skills
-Besekers Endurance: 10e, 50s. Skill
For 3-16 seconds you have an additional 30-160 health and all damge you recieve is reduced by 0-1.

-Endure Elments: 10e, 20s. Skill
For 3-12 seconds whenever your take emental damage its reduced by 10-30%

-Defy Elements: [Elite] 10e, 45s. Skill
For 4-16 seconds whenever your take emental damage its reduced by 10-30% and whenever you take elemental damage you gain 1-6 health.

-Renewing Wind: 10e, 60s. skill
You are cure of all exhaustion and fatigue.( 75% chance of faliure with Endurance of 6 or less)

-Long run: 10e, 75s. stance
For 15-55 second you move 5-10% faster.

-Northern Strength: 10e, 45s. skill
For 8-13 seconds you have +20-40 armor against cold damge and +10-20 armor agains other elemental damage

-Southern Strength: 10e, 45s. skill
For 8-13 seconds you have +20-40 armor against fire damge and +10-20 armor agains other elemental damage.
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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 penatration.

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 nearbye foes suffer from -10 al and nearbye allies move 10% faster

-Beserkes 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 stikes of andrenaline, 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.

-Besekers Influence: [Elite] 10e, 50s. skill
If target others ally health is below 66% they gain +0-1 energy rengeration, if thier 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.

-Beskers Cry: [Elite] 15e, 60s. shout
If nearbye allies health is below 66%, if they are wielding a melee weapon, they attack 25% faster. If thier health is below 50% they also move 25% faster. If thier 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 recive 75-50% less from healing. When Bloodbath ends, you are fatigue.
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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.

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

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

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

-Overhead Stike: 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 Stike: 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 penatration. This attack causes fatigue.

-Avalanch 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 targe foe. This attack casue fatiuge.

-Golems 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 ajescent 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 knockdowned foe, they suffer from deep wound for 1-12 seconds.
----------------------------------------------------------------------------------------------

-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 tou 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 interuppted 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 Assalt: [Elite] 10e, 40s. claw attack
Stike 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 condtion 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.
-----------------------------------------------------------------------------------------------
Builds:
Bleeder: Beserker/Necromancer
BF-12+1
Claw Master-10+1
Blood Magic-8

Beserkers Strike
Feral Sense
Dark Fury
Touch of Agony
Rend
Rake
Slash
Bear Claw

Desciption: Use the dark fury and touch of agony to get the health low and adrenaline up then spike 'em with the rend/claw/rake/slash/beserkers strike spike.

Jungle Man: Beserker/Ranger
BF-11+1
GWM-10+1
Beastmastery-9

Tigers Fury
Scanvengers Strike
Charm Animal
Comfort Animal
Impale
Thrust
Disembowl
Death Dealers Strike

description: simple; get in there and start swingin!

These r just a few i thought up in about half a hr. i try and think of some more later.
-----------------------------------------------------------------------------------------------
Theme: I want the beserker to be very celtic in his looks. I kinda think of him as a melee ranger, but whatever.

Its been forever since i last looked at this, ive added some new things, nothin spectaculure, but still new. sorry for any spelling mistakes, broke mt wrist, typing with one hand
Criticism is not only wanted but encouged.
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