Aug 15, 2006, 05:22 PM // 17:22
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#1
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Maryland/DC Area
Guild: Farmers Unite [FU]
Profession: W/
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The Berserker Concept Class
The Berserker
This new class is intended to be a moderate damage dealer, but will excel in inflicting physical conditions and knockdowns, as well as shutting down other melee characters. It will introduce a new condition, a new way of charging skills (albeit not very original) and a new form of battle. Melee is getting dry and I think this will add some spunk.
A New Condition
This is not an injury or damage dealing condition but instead is more on the lines of weakness. The condition would be Damaged Weapon which would cause a players weapon to be damaged for a set period of time. While damaged, all stats (Health buff, energy buss, etc.) will be affected. Basically, a damaged weapon would be 75% less effective for the duration of the condition.
A New Wrinkle to Melee
This class would also bring grabs as a skill. These grabs will do anything from causing conditions, to health degeneration, to knockdowns or any combination of the three.
A New Skill Charge
This new skill charge would be Rage. It is similar to adrenaline, as an action is needed to charge. Unlike adrenaline, rage would only charge when a character takes damage. The larger the single strike damage, the more rage points you would gain. Rage would cool down, much like adrenaline. The skills would use “Rage Strikes” to activate.
1 Rage Strike = 15 Rage Points
An example of rage charging:
You take 10 damage from a single strike = 1 Rage point
You take 10 attacks for 10 damage = 10 Rage Points
You take 100 damage from a single attack = 75 Rage Points
The premise is, the harder you get hit, the more enrage you become.
Weapons
Clubs – Damage – 13-35 – Blunt – Similar to a Hammer with the same attack speed
Can have a max of 3 mod
Stone or Metal Gloves – 6-28 per Glove (Left and Right) – Blunt
Can have 1 unsalvageable mod (i.e. xx^50) and one
Upgradeable mod per hand (Fortitude, Elemental, etc.)
Attack speed would be similar to that of a sword or daggers.
Armor
Standard 80AL and +20 Modifications
All armor functionalities used by a Warrior except strength, which should be replaced by Rage functionality
Attributes
Rage (Primary) – For every point in this attribute, rage points accumulates 1.3% faster.
Attack speed increase by 1.3%. Rage skills are more effective.
Club – For every point added in this attribute, club effectiveness is increased.
The effectiveness of club skills is increased.
Gloves - For every point added in this attribute, glove effectiveness is increased.
The effectiveness of glove skills are increased
Grabs - The effectiveness of grab skills are increased
SAMPLE SKILLS
Rage
Saxon Rage (e) – Stance – 10RS – Player has +20 AL and attacks 33% faster for xx seconds
Bellow – Shout – 7RS – All nearby foes are knocked down
“I smell fear” – Shout – 7RS – Adjacent foes suffer from weakness for xx seconds
“I’m not scared” – Shout – 7RS – If health is <50%, you gain +x health regeneration for 15 seconds.
“Are you Afraid” – Shout – 10RS – Adjacent foes suffer –x health degeneration for 10 seconds
“I Will Not Die” – Shout – 7RS – If health is <50%, you move 33% faster and have +10AL for x seconds
“I Can’t Be Stopped” (e) – Shout – 10RS – You gain +50AL and 200hp for xx seconds. Attack speed is increased by 33%, but movement is slowed by 50% and rage points accumulate 50% slower.
“To The Death” – Shout – 10RS – For 30 seconds, if you reach 0 HP, for x seconds you gain 460 HP attack 50% faster & deal 50% more damage. All other skills are disabled. Once this skill expires you die.
Uncontrollable Rage – Stance – 7RS – You attack 50% faster and your attacks cannot be evaded for x seconds. You take 25% more damage.
Club
Shattering Strike – 10e 30s Recharge – Target foe takes XX damage and suffers from weakness for xx seconds
Renewing Smash – 7RS – If targeted foe is suffering from a condition, that condition is renewed.
Club – 5e 10s – Target foe takes +xx damage
Knee Crack – 5RS – Knocks target foe down. Target foe suffers from cripple for xx seconds
Stay Down – 10e 30s – Targeted knocked down opponent stays down for 1…3 seconds
Shatter Weapon – 10RS – Targeted foes weapon is damaged. All stats are reduced by 75% for xx seconds.
Heart Attack – 7RS – Targeted foe suffers from Deep Wound and Weakness for xx seconds
Concussion – 5RS – Targeted foe suffers from Dazed for xx seconds
Glove
One – Two – 7RS – “One” causes blind, dazed or bleeding for x seconds. “Two” causes Deep Wound or Weakness for x seconds. “One” cannot be blocked; “Two” cannot be evaded.
Rib Eye – 7RS - Target foe takes xx damage and suffers from weakness for x seconds
Head Shot – 7RS – Target foe takes x damage and suffers from dazed for xx seconds
Knock Out Blow – 7RS – Target foe is knocked down for 1…3 seconds
Fists of Steel (e) – 10RS – Two hit combo. First strike cause +xx damage and cannot be evaded. Second strike damages weapon, lowering stats by 75% for x seconds and cannot be blocked or evaded.
Hi-Lo – 5RS – “Hi” causes blindness and “Lo” causes weakness.
Grabs
Sweep – 10e 30s – Spinning attack which knocks down all adjacent foes. A club MUST be equipped
Stalemate – Stance – 10RS – Grab targeted foes weapon for x seconds. Both you and your target have -20AL. Target has -1..5 health degeneration, you have -5…1 health degeneration.
Bite – 7RS – Bite targeted foe causing bleeding for x seconds
Bear Hug – Stance – 10RS – Grab targeted foe for xx seconds, while in grab both parties have -20AL and foe suffers -7…15 health degeneration. Targeted foe suffers weakness for 1.5 times the length of the hold.
Back-Up – 7RS – Push target foe to the ground for 1…3 seconds.
Choke – Stance – 10RS – Choke targeted foe for xx seconds, while in grab both parties have -20AL and foe suffers -7…15 health degeneration. Targeted foe suffers dazed for 1.5 times the length of the hold.
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Aug 15, 2006, 07:26 PM // 19:26
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#2
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Nicely Written, Points for Organization.
Not really seeing anything eye catching, but the over composition is not bad.
Kudos.
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Aug 15, 2006, 07:47 PM // 19:47
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#3
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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I like the Rage idea.
Why would a "damaged weapon" effect health or energy? It should be like weakness, but not countered by remove condition.
The grapple needs work. I'm tired of conditions, knockdown, health degen, etc.
Instead, "immobilizing" a character in one place would be new, and pretty deadly in PvP (although not so useful in PvE). Ex, a grapple skill called Backbreaker could cause a spike of damage, followed by being "immobilized" (although still able to use non-attack skills).
By immobilizing opponents and either "damaging" weapons (or, maybe even an Elite Disarm, which would make the weapon unusable for a time), this could be a unique melee Profession with some interesting tactics.
I would remove Clubs. I think "Gloves" are a good enough weapon, we don't need another Hammer clone. Move the "damaging" skills to Glove.
Now, we just need to think of an Attribute to replace Clubs...
Overall though, not bad.
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Aug 23, 2006, 02:46 PM // 14:46
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#4
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Maryland/DC Area
Guild: Farmers Unite [FU]
Profession: W/
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Quote:
Originally Posted by Mordakai
Why would a "damaged weapon" effect health or energy? It should be like weakness, but not countered by remove condition.
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Any buffs that are associated with a weapon, i.e. 20/20 sundering or +30 Fortitude would be affected.
A max 20/20 sundering Fellblade of Fortitude with 15^50 and 11-22 damage while under the effects of "damage" would be 5/5 sundering +8 health 4^50 and 3-6 dmagae for the dduration of the condition.
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Aug 24, 2006, 01:12 AM // 01:12
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#5
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Pre-Searing Cadet
Join Date: Apr 2006
Guild: Rift
Profession: Mo/Me
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If I See Another One Of Your Pisspoor Classes >>>> Im Going To Puke.
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