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Old Mar 08, 2006, 05:00 AM // 05:00   #21
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i dont know. the idea is good at heart, but it needs some work. a berserker wouldnt be in tune with nature, steriotypically, and from a realistic standpoint, claws would attack faster than swords. the great weapon idea is nice, and i like about 80% of the sample skills, but theres room to work here. your original primary attb wouldn't work so well, but i think that actionjacks endurance would be better. certainly a possible for later, tweak it and keep on working. it'll come out great soon.
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Old Mar 19, 2006, 10:57 PM // 22:57   #22
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i have a problem

should i drop natural remidies and have something like actions jacks endurance for the primary attribute? alter blood frenzy so it can be normal attribute

would like some input
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Old Mar 19, 2006, 11:12 PM // 23:12   #23
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where did you get the idea?
oh wait lemme guess
DIABLO2?
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Old Mar 19, 2006, 11:17 PM // 23:17   #24
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just looking at a couple of skills there, some are very overpowered, Wolf howl for example is too good, its like a better charge, adrenline based, and isnt elite.

Idea is good tho, a more offensive warrior basically, but i cant help thinking it is essentially a Warrior/Ranger/Assassin. Too much has been seen before. ANET will have their work cut out trying to think of new profs.

The idea i had for new proffesions is to make a couple of subdivisions in original proffesions. After a while builds essentially becomes variations on the same theme.

No critism meant really, i like the idea of a Berserker style character, but i cant see a place for it tbh. They will just get killed so quick becuase they are weak in armour, and there dmg would have to be even more extreme than warriors and rangers in order to offset it.

All that said, great ideas, i love reading them, even if i cant help but criticise everything....
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Old Mar 19, 2006, 11:30 PM // 23:30   #25
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Hmm...interesting sort of elemental melee beatstick. OP has a ton of vastly overpowered skills, but you're on the right track. Play with your numbers some, get the damage down to reasonable levels (never should a single attack without some serious restrictions deal much more than +30 damage), and you should be good.

The other thing I want to talk about is the Fury skills in your Natural Remedies line. These don't fit so well with a Berserker to me, but they're a great idea for a skill line in another character. Perhaps a Channeler/Summoner of some sort. Keep those suckers in mind the next time you work up a concept, I think it'd be a cool thing to do. Not only that, but they're surprisingly well-balanced given some of the dismaying numbers in Great Weapons and Blood Frenzy.

Like I said, just work on your numbers. You're on the right path, man.
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Old Mar 25, 2006, 04:13 PM // 16:13   #26
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5 days since last post, still need some more input
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Old Mar 25, 2006, 06:17 PM // 18:17   #27
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I want to see it go against Laser-light's Pit Fighter in a battle of concept.

Who would win out?
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Old Mar 26, 2006, 11:41 AM // 11:41   #28
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I had a similar idea and yours is great, I like it. What I suggest though is keeping it simple. To me the blood frenzy attribute, and the skills, are a bit too complicated, it has too many conditions, and a little bit overpowered imo. If it were up to me hte primary would go something like you gain 10health for each point. All the other stuff is too much for a single attribute to have.

Also I think berserkers should have like health sacrificing skills. I think it fits them perfectly since they go berserk.
sample skill (just on top of my head0
Enrage 5e 1cast 15~
Skill. sacrifice 20% health, you attack 33%faster for 3-12 seconds

btw you need rez signet in your sample builds for pvp
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Old Mar 26, 2006, 03:51 PM // 15:51   #29
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there should be a class like this, but a a shapeshift form where u turn into a werewolf like is DAoC!
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Old Apr 08, 2006, 05:53 PM // 17:53   #30
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i cant think of anything else to add
want some suggetions
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Old Apr 11, 2006, 05:44 PM // 17:44   #31
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Just a note, as I havent looked at this for a long time.

There is no Anergy in the game...only adrenaline (Commonly 3a = 3 adrenaline) and energy (Commonly 3en = 3 energy)

Take out the armor that gives attack speed boosts for the same reason everyone said to remove the primary attribute that did the same thing. Change it to reduced hex duration or something.

Quote:
Originally Posted by trebes
Their leggings should give them +5 energy.

-Stats
They have 20 base energy, and 2 pips of energy regeneration
I like the idea of them having more base health, 600 sounds reasonable
Are you saying that they have 25 energy if they are wearing leggings?
Also they have 480 base health with bonuses from other places.

If you are going to add in fatigue, add a description of what it does and more skills that deal with it. Perhaps even ones for other classes.





There is already a skill called second wind.

Also a lot of your skills are lame copies of warrior skills.
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Old May 07, 2006, 06:12 PM // 18:12   #32
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been awhile since ive seen this, tweaked it bit
-some sp corrections
-some more skills
-some skill tweaking
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Old May 28, 2006, 12:35 AM // 00:35   #33
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Did not read the whole thing..
My idea was more in the way that an beserker uses dual swords/axes and/or two-handed swords/axes (Or other similar weapon)
And has a greater attackspeed (If dual weapon) and more dammage but take much more dmg instead.
As a warrior has shield and good armor (Highest AL in the game) the beserker would have less AL but more attack and speed.
As a beserker cant move fast/attack fast with heavy armor (ie. like the warrior have knight-like armors) they instead have cloth armor and therefor take more dmg but are much more swift.

imo a beserker should take high dmg do high dmg and have high health.
More dmg from elemental attacks probably (As they dont have so much armor).
But that would probably make the beserker imba..


Also as the beserker would have less armor and sacrifice health for dmg and other things..
To keep it a little balanced so the beserker wont die directly maybe something like life steal?
Or bloodbath.. Gain 10% maximum health (of the foe (ie. foe has 500 hp = 50 hp)) when you kill an foe
Maybe just slight more dmg and slight more dmg taken and slightly faster?

Last edited by DarkRay; May 28, 2006 at 12:45 AM // 00:45..
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Old Jun 27, 2006, 01:59 PM // 13:59   #34
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Fighter/Berserker: Combo oriented
80 Armor
Able to dual wield 1 handed weapons.
Berserker (Primary):
Each point increases the percentage to gain extra adrenaline gain on hit (the adrenaline version of Assassin’s Critical Strike).
Fist Weapons:
Increases effectiveness of fist weaponry and skills.
Spear (Polearm):
Increases effectiveness of Spears and skills.
Tactics:
Similar to Ws
Melee:
combo type skills

It also saves 2 handed swords and axes for warriors.

Last edited by curtman; Jun 27, 2006 at 02:02 PM // 14:02..
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Old Aug 31, 2006, 02:00 AM // 02:00   #35
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bringin my idea back from the grave
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Old Sep 01, 2006, 06:01 PM // 18:01   #36
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Default bumbing

bumbing

new things: more skills, want some more input
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Old Sep 01, 2006, 07:07 PM // 19:07   #37
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What do people think of the 55 armor?

It should at least be 70, maybe even 75. I don't care how many HP you have, with 55 armor, you'll be dead.
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Old Sep 01, 2006, 08:06 PM // 20:06   #38
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nice job dude i think i kinda have a build like this i call it animal bond w/r basicly a bunch of beast mastery skills to sup u up and it kinda sounds like a war/pet/assasin or kinda like a druid but over all it sounds sweet i would make 1 in in instant

-beserker should be a skill as well make him huge and hit hard but slow or mabey even an attribute 1% health and 2% attack dammage but 1% energy and move ment loss
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Old Jun 13, 2008, 06:31 PM // 18:31   #39
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bringing this thread alive again
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Old Jun 14, 2008, 01:33 PM // 13:33   #40
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Portrait:



Description: Berserkers are Melee Fighters, which have a strong bond to the Nature tied to their souls, which lets enrage them like brutal beasts on the battle fields letting them fight fire with fire using huge Weapons out of Steel to slay down anyone, who treats the nature bad, with pure Power born from Rage, Hatred and Wrath, like being the Guardians of Nature. Known for their feral brutality on the Battle Fields, Berserkers are feared Enemies which get sure not underestimated, because they are like little mobile Weapons of Mass Destruction, if nobody stops them, before they go berserk. Once they reach first the state of insanity, they become unstoppable, but for the cost of losing their minds, being unable to differ between Friends and Foes.

General Stuff & Stats

AL 60
HP: 525
MP: 20 (+5 while berserking)
MR: >>(+> while berserking)

Weapons:
Great Sword (25-40) Speed: 2,5s (can deal Deep Wound 5%)
Great Axe (15-50) Speed: 3s (can deal Cracked Armor 5%)
Claws (5-20) Speed: 1,33s (has high Armor Penetrate Bonus of inherate 15%)

Headgear: None (War Paintings on the Face) like the Stuff we got in EotN

Chest: Either Animal Pelts or Heavy Armors, with different armors berserkers should not be all only in Celtic Style, there should be also Armor Style for Berserkers, like this:
http://www.rpgfan.com/pics/soulofthe...on/art-005.jpg

for People, which don't like the celtic primal look and want to have more a mercenary style (oT: awesome sword not ? XD wanna have ^^)

the rest as said, either celtic style, liek trebes suggested, or more mercenary style with heavy armory

Without all these suggested inherate Effects of Berserkers Armory, it would make them incredibly overpowered, or were that thoughts on insignias ?

Insignias:

Warmonger's (AL + 10 while under the Effect of a Shout)

Bloody (Get healed by +2 Energy, whenever a nearby foe to you goes under 25% Health)

Barbarian's (Get Healed by 5 HP (max 25), whenever you use a War Cry)

Rage (+2 Energy, while berserking (max +10)

Wild (+ 15 AL vs. Elements)

Mercenary's (Deal +1 additional armor ignoring Damage more)
*******
*******

Fatigue : yeah, good way to balance the most powerful Skills of the Berserkers, Exhaustion for Melee simple XD, but I'd name it different. I'd name that condition "Wrath" so more Wrath a berserker has, so lesser max HP the berserker has, because of losign more the control over his/herself or "Frenzy", would be both better names for that imo, than Fatigue, which has a similar meanign to Exhaustion, but Berserkers are never fatigued, they are like Battle Maschines runnign with Duracell Batteries *gg*, once they are berserking like crazy (you know the ancient duracell tv spot with the bunny XD? oh I love it ^^)

Attributes:

Persevering Rage (Brutal Rage + Endurance = )
For every Point in PR , your health is increased by 10, when using a Rage Skill. Every 4 Points you receive 12,5% more Adrenaline from Enemy Hits and whenever you use a War Cry, while berserking, you get recovered +3 Energy (max 12E) max 3 times per 15s
Includes adrenal AoE Force Attacks as also Self Heal Skills and Health Buffs that require Rage (Rage being a new form of Adrenaline for berserkers, that you receive whiel fighting)

Rage: Like said Rage will be a unique form of Adrenaline for Berserkers, rage will be needed to fill the Berserkers "Wrath Bar". once this bar is full, the Berserk will start "berserking" and goes frenzy with other words. In this State the powers of the primary attribute activate and the berserker receives his Health Bonus. While in this State, the Berserker will have also fixed 25% IAS and IMS and deals 20% more damage, than usual and its health can't get below 1 , but the berserker can't receive in the while any Enchants, all enchants get removed, when goes berserk, can't be affected by Shouts from Allies, receives only 33% of Healings and effects of insignias/basic stat changes will trigger. The Berserk Condition has a duration of 20 seconds, after that it ends automatically. Ah and not to forget, while in Berserk Mode, the player can't control his character. In these 20 seconds the character gets controlled by an AI of the game and that AI doesn't differ between Friend and Foe, so your berserker might also attack Allies, that stand nearby to the berserker.
So it is recommended, that Allies should keep distance, once a berserk in their party goes nuts ^^ so that they don't take aggro

Blood Lust (find that name better fitting, then Blood Frenzy)
No inherent Effect. Includes Self Buff Skills, as also very special Finishing Moves, that the AI can use only, when in Berserk Mode and when your foes hit on certain requirements, like being in negative Status X or having HP under y%, which become alo slightly more effective, so more foes are around you

War Cries
No inherent Effect. Debuffing Shouts, which remove Shouts, Chants and Echoes from Foes or in generally demoralize and weaken them. A new negative status effect needs to be implemented imo "Fear"

Fear: When under Fear, your Hit rate gets reduced by 50% and whenever you miss with your attacks, you lose 3-9 Energy Points, but while under Fear, all the attacks will give that Foe double Adrenaline

Great Weapon Mastery
Weapon Attribute for Great Swords and Great Axes.

Power of the Soul Beast.
Claw Weapon Mastery, Avatars of Beasts with Claws (Fox, Jaguar, Eagle, Leguan) just to name some beasts, that are different from the Norn Beasts combining claw attacks with different powers of the beasts) and in the end I think it would have been better this way, makign that feature bonded to a profession, not to a new race. Norns shold have somethign different, than the power to shapeshift into Animals, thats should be the power of Berserkers imo

So 5 Attributes for Berserkers, like Warriors have also 5, due to having more than 1 Weapon Attribute.

******
******

Most of your example skills that I've overlooked, look good so far.

greets

Last edited by Phoenix Tears; Jun 14, 2008 at 01:38 PM // 13:38..
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