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Barbarian CC
Disclaimer: I am horrible at balancing things. The numbers shown here are simply basic ideas, largely to compare skills with each other. If anyone else here is better balance-minded, feel free to buff/nerf these.
-Barbarian (B)
"A mighty practitioner of all weapon styles, the Barbarian uses a multitude of melee and ranged weapons while gaining power even from his or her own death."
Follower of Balthazar
-Basic premise: Constant pressure character who changes weapons for varying circumstances or to use different skills. A character based around weapon swapping.
-Rather than having heavy armor or powerful damage avoiding skills, the Barbarian simply isn't as severely effected by death.
-Also has many skills that can use an attribute from a different class, if that attribute is higher than the Barbarian attribute, allowing Barbarian skills to be placed seamlessly into other class builds, aside from the often different functions performed by the Barbarian skills.
Armor: 70
Energy: 30
Energy Regeneration: 2
Vengeful Insignia (+10 armor while suffering from Death Penalty)
Raging Insignia (+5 armor while attacking)
-Vengeance For every 2 points of Vengeance, you suffer from 1% less Death Penalty when killed. Many skills, especially those that grant power from dying, become stronger with higher Vengeance.
--(Note: Perhaps add +1% Health and Energy on resurrection per point as well)
-Melee Mastery For each point of Melee Mastery, you have a greater chance to inflict a critical hit and inflict more damage with melee weapons. Many skills, especially melee attacks with a variety of weapons, become stronger with higher Melee Mastery.
-Ranged Mastery For each point of Ranged Mastery, you have a greater chance to inflict a critical hit and inflict more damage with ranged weapons. Many skills, especially ranged attacks with a variety of weapons, become stronger with higher Ranged Mastery.
-Instincts No inherent effect. Many skills, especially skills that keep you able to fight, become stronger with higher Instincts.
---Clarifications
Melee and Ranged Mastery count like normal weapon mastery attributes, increasing damage and critical hit rates and allowing full-effect use of the weapons.
However, Melee and Ranged Mastery count only as towards the mastery as an equal specific mastery -2.
Example:
11 Melee Mastery = 9 Swordsmanship, 9 Dagger Mastery, etc.
2 Melee Mastery = 0 Hammer Mastery, 0 Scythe Mastery, etc.
0 Melee Mastery = 0 Axe Mastery, 0 Swordsmanship
The Barbarian's general mastery and other profession's specific masteries do not stack. The one that takes effect is the one that is the highest (reducing the value of the Barbarian attribute by 2 for this calculation)
Return
Skill Type. These skills can only be activated by dead players. They cause Death Penalty, since players have no Energy or Health to spend while dead.
Returns cannot be used if their use would cause the player's Death Penalty to raise higher than 60%.
Staff Attack
Skill Type. These are attack skills that can be used only while holding a staff- or rod-type weapon.
--Skills--
---Vengeance---
Energizing Vengeance
Return. When you are resurrected, you gain +2..4 Energy Regeneration for 5..17 seconds.
DP: 5% Recharge: 30
Invulnerable Wraith
Return. When you are resurrected, you gain +80 armor and +10 Health Regeneration for 3..8 seconds.
DP: 5% Recharge: 30
Moral Victory*
Elite Skill. For 20 seconds, if you are killed, you gain 0..8% Morale.
Energy: 15 Recharge: 45
Prolong Assault
Skill. Heal yourself for 50..180 points. After 10 seconds, unless Prolong Assault is used again, you die.
Cost: 5 Activation: 1
Vengeful Charge
Return. When you are resurrected, you move 33% faster and attack 25% faster for 5..20 seconds.
DP: 5% Recharge: 20
Monstrous Revival
Return. When you are resurrected, for 5..10 seconds, you attack 25% faster and your attacks inflict a Deep Wound for 5..17 seconds.
DP: 10% Recharge: 30
Renewing Return
Return. When you are resurrected, you gain 4% Morale and are resurrected with 100% Health and Energy. (50% chance failure with Vengeance 4 or less)
DP: 5% Recharge: 20
---Melee Mastery---
Critical Bash
Elite Hammer Attack. If this attack hits, it inflicts a critical hit and inflicts a Deep Wound for 5..17 seconds. If you have higher Hammer Mastery than Melee Mastery, this attack uses that attribute instead.
Adrenaline: 4
Lashing Axe
Axe Attack. If this attack hits, it deals +10..20 damage and inflicts bleeding for 5..10 seconds. If you have higher Axe Mastery than Melee Mastery, this attack uses that attribute instead.
Adrenaline: 6
Master of Melee*
Elite Skill. For 30 seconds, you have 0..16 Axe Mastery, Dagger Mastery, Hammer Mastery, Scythe Mastery, and Swordsmanship.
Energy: 10 Recharge: 30
Monstrous Slash
Sword Attack. If this attack inflicts a critical hit, it inflicts a Deep Wound for 3..8 seconds and your foe is knocked down. If you have higher Swordsmanship than Melee Mastery, this attack uses that attribute instead.
Adrenaline: 5
Piercing Daggers*
Elite Dual Attack. If this attack hits, it deals +10..30 damage. If you have higher Dagger Mastery than Melee Mastery, this attack uses that attribute instead.
Adrenaline: 4
Wide Swing
Scythe Attack. Attack all nearby foes. This attack deals +3..10 damage to each foe it hits. If you have higher Scythe Mastery than Melee Mastery, this attack uses that attribute instead.
Adrenaline: 7 Recharge: 1
---Ranged Mastery---
Elemental Orb
Staff Attack. If this attack hits and deals elemental damage, it deals +5..30 damage. If you have a higher Elementalist attribute than Ranged Mastery, this attack uses that attribute instead.
Adrenaline: 3
Chaotic Burst
Staff Attack. If this attack hits and deals chaos damage, your foe is interrupted and loses 1..4 Energy. If you have a higher Mesmer attribute than Ranged Mastery, this attack uses that attribute instead.
Adrenaline: 5 Activation: 1/2
Disfiguring Chaos
Staff Attack. If this attack hits a Spell-casting foe, it inflicts a Deep Wound for 4..15 seconds. If you have a higher Mesmer attribute than Ranged Mastery, this attack uses that attribute instead.
Adrenaline: 4 Activation: 1/2
Blast Shot
Elite Staff Attack. If this attack hits and deals elemental damage, your foe and all adjacent foes are struck for 20..60 damage of the same damage type as the weapon. If you have a higher Elementalist attribute than Ranged Mastery, this attack uses that attribute instead.
Adrenaline: 6
Monstrous Shot
Elite Bow Attack. If this attack hits, it inflicts a Deep Wound for 5..17 seconds. If you have higher Marksmanship than Ranged Mastery, this attack uses that attribute instead.
Adrenaline: 6
Impaling Throw
Elite Spear Attack. If this attack hits, it deals +20..70 damage. If you have higher Spear Mastery than Ranged Mastery, this attack uses that attribute instead.
Adrenaline: 7
Fierce Spear
Spear Attack. If this attack hits, it inflicts a Deep Wound for 3..8 seconds. If you have higher Spear Mastery than Ranged Mastery, this attack uses that attribute instead.
Adrenaline: 8
Volley
Bow Attack. Attack target foe and up to 2 adjacent foes. (50% chance failure with Ranged Mastery or Marksmanship 6 or less)
Adrenaline: 4 Recharge: 1
Disarming Arrow
Bow Attack. If this attack hits, it inflicts Weakness for 3..8 seconds. If it hits an attacking foe, that foe is interrupted and takes 10..30 additional damage.
Adrenaline: 4 Activation: 1/2
Master of Range*
Elite Skill. For 30 seconds, you have 0..16 Marksmanship and Spear Mastery.
Energy: 10 Recharge: 30
---Instincts
Rage is Focus
Skill. You gain 4..10 Energy.
Adrenaline: 5 Activation: 1
Focus is Rage
Skill. You gain 2..6 strikes of Adrenaline.
Energy: 10 Activation: 1 Recharge: 10
Attacker's Endurance
Attack. If this attack hits, you gain 20..70 Health.
Adrenaline: 5
Instinctive Remedy
Skill. Lose a Condition. (50% chance failure with Instincts 4 or less)
Adrenaline: 3
Howl of Endurance
Shout. Lose 1 Hex and 1 Condition. (50% chance failure with Instincts 6 or less)
Energy: 10 Recharge: 12
Barbarian's Charge
Stance. For 5..17 seconds, you move 33% faster.
Cost: 5 Recharge: 5
---Unlinked---
Raging
Stance. For 5 seconds, you attack 25% faster, but are easily interrupted.
Energy: 5 Recharge: 12
Run
Stance. For 6 seconds, you move 25% faster. Run lasts an additional 6 seconds if you have a fully charged Adrenal Skill.
Energy: 5 Recharge: 20
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