Jun 23, 2006, 08:23 AM // 08:23
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#1
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The Greatest
Join Date: Feb 2006
Profession: W/
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Concept Class - Barbarian
The Barbarian
A Warrior is pretty balanced out, defence=offence. The barbarian is offence > defence. It doesnt use heavy metal pieces as armour,
instead they use different types of skin/hide. There weapons are big, 2 handed swords and axes, with no shields. Like warriors,
they use adrenaline.
Armour
Snake Hide - 70AL, Armour +10 vs physical
Rhino Skin - 75AL, Armour +10 while not moving, Character moves 5% slower.
Dragon Hide - 70AL, Armour +20 vs elemental, Energy +3/2/1
Stone - 80AL. Armour +5 vs physical. Character deal 25% less damage.
Weapons
Two Handed Swords - Max Damage= 17-28
Two Handed Axes - Max Damage= 15-33
Attributes
Brute Force {P} - For every point in Brute Force, you have an extra 5% to knock down enemy. Many
skills, especially those related to knocking foes down and upgrading your offence, become more effective with higher brute force.
Dual Handed Axe Mastery - Dual Handed Axe Mastery increases the damage you do with Dual Handed Axes and you have a better chance
to hit with your axe. Many skills, especially dual handed axe skills, become more effective with higher Dual Handed Axe Mastery.
Dual Handed Swordsmanship - Dual Handed Swordsmanship increases the damage you do with Dual Handed Swords and you have a better chance
to hit with your sword. Many skills, especially dual handed sword skills, become more effective with higher Dual Handed Swordsmanship.
Survival - No inherit effect. Many skills, especially those that aid you, become more effective with higher Survival.
NOTE: At 4 brute force, you have a 5% chance to knockdown your foe. at 9 brute force, you have a 10% chance to knockdown your foe.
At 16 brute force, you have a 15% chance to knockdown your foe. At 0-5 Dual Handed Weaponry, you have a 10% chance to miss with attacks.
at 5-12, you have a 5% chance. At 13-15, you have a 2% chance to miss. At 16, you have a 0% chance to miss.
Skills
Brute Force
Knockdown {E} 6Adren - Elite melee attack. This attack deals +15..35 damage. If hits, foe suffers weakness for 5..15 seconds and is knocked down for 1..3 seconds.
Rhino's Stance 5E/30RC - Stance. For 5..13 seconds, you deal 30% more damage, but move 50% slower.
Head Smash 5E/30RC - Melee attack, If this attack hits, you deal no damage but target foe is dazed for 7..15 seconds.
Fury 5E/25RC - Stance. For 5..10 seconds, all your attacks cause weakness for 5..13 seconds. When this stance ends, you suffer from weakness for 10..5 seconds.
Stone Skin {E} 7Adren - Elite stance. For 5..13 seconds, you gain +15..25 Armour vs physical attacks, and you attack 30% faster. When this stance ends, you cannot attack for 7..3 seconds.
Dual handed Axe Mastery
Crushing Axe 5Adren - Axe attack. If this attack hits, you deal +5..15 damage target foe is knocked down.
Crippling Attack 4Adren - Axe attack. If this attack hits, target foe is crippled for 7..15 seconds.
Disrupting Hit 7Adren - Axe attack. If this attack hits, target foe is interupted. If target foe was casting a spell, he is knocked down.
Fast Axe {E} 6Adren/15RC - Elite axe attack. Swing your axe twice at target foe. This attack cannot be "blocked".
Dual Handed Swordsmanship
Barbed Sword {E} 10E/45RC - Elite stance. For 5..12 seconds, all your sword attacks cause bleeding for 6..13 seconds. Barbed Sword ends if you miss.
Balthazars Slash 8Adren - Sword attack. If this attack hits, you deal +10-35 damage.
Swordsmans promise 10Adren - Sword attack. If this attack hits, target foe is knocked down and is dazed for 5..7 seconds.
Survival
War Cry {E} 6Adren - Elite stance. for 10..15 seconds, you gain +4..9 health regen. When war cry ends, you lose 30% of your health
Offence Sacrifice 5E - Stance. For 5..13 seconds, you deal no damage, but gain +10..30 armour. This stance ends if you attack.
Healing Signet/?? 4RC - Signet. You gain 40..130 health. You cannot attack for 3 seconds after using healing signet.
Well, thats my barbarian. Might update if this thread gets some feedback.
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Jun 23, 2006, 11:40 AM // 11:40
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#2
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Lion's Arch Merchant
Join Date: May 2005
Guild: The Marble Clan [KING]
Profession: R/Mo
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First of all well done, well laid out class!
Would he/she be primarily adrenaline based? If so would you include the combo system?
That’s is so in so attack must follow so in so attack, or would he do more damage versus those suffering from conditions?
You know if he's going to be raging and stuff why not give him adrenaline-based exhaustion as a penalty.
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Jun 23, 2006, 02:22 PM // 14:22
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#3
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Krytan Explorer
Join Date: Apr 2006
Guild: I dont like guilds...
Profession: Mo/E
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Too much like a warrior.
Only difference is the two-handed swords/axes. And thats still the same weapon just a little different.
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Jun 23, 2006, 02:27 PM // 14:27
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#4
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Lion's Arch Merchant
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Me wants a samurai
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Jun 23, 2006, 02:28 PM // 14:28
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#5
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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O.O eek! knockdown % might be a widdle overpowered via description. the skills on it seem ok.
the skills are nice, now you need a gimmick ie:
War-> Adrenaline
Rangers -> Preps/Traps
Mesmers -> Mantras/Energy Stealing
Eles -> Glyphs/Exhaustion
Assassins -> Combo system/dual strike
Rits -> Spirits/Urns o.o (not a rit)
Necro -> Soul Reaping/ Life stealing/Corpse control
Maybe your char class should get the inherent KD bonus while using an IAS?
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Jun 23, 2006, 06:06 PM // 18:06
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#6
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Lion's Arch Merchant
Join Date: May 2005
Guild: The Marble Clan [KING]
Profession: R/Mo
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make him a melle based nuker who is prone to being exhausted after fits aof devastaing rage. hes a barbarian so he would be heavy on bleeding and interrupts making him the perfect anti caster.
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Jun 23, 2006, 06:22 PM // 18:22
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#7
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Krytan Explorer
Join Date: Aug 2005
Location: nowhere!!!
Profession: N/Mo
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The only thing I don't like about this class is the whole knockdown %. I suppose it could work, but 5% per every point is a little too high. At 16 Brute Force, you are knocking someone down 80% percent of the time, thats alot! I think maybe drop the percentage down to 2%, or maybe even 1% would be better.
Obviously your healing signet will have to be renamed, but other than that, it sounds like a great class. You get an A+.
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Jun 23, 2006, 07:08 PM // 19:08
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#8
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: none atm
Profession: W/E
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This character is a bit insane. Innate KD's with attacks and KD moves that don't make ur characters lose all adrenaline.
I think you have to rethink a new primary attribute and rethink a lot of attack skills.
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Jun 23, 2006, 07:59 PM // 19:59
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#9
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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This class seems to be a supped-up Hammer Warrior.
I would think that you could pull this off with more of a "berserker" type class that is more associated with barbarians...
1. Have a primary attribute that increases all melee attack damage by a certain percentage for each attribute point, but increases damage taken by you as well.
2. Have skills for that attribute that either increase attack speed or damage, but again penalize you in another area (maybe conditions, adrenal exhaustion, etc.)
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Jun 23, 2006, 10:17 PM // 22:17
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#10
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Furnace Stoker
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May I suggest making the axe something like 8-38? To stay in line with high damage/low damage gamble that the one handed axe has. (6-28)
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Jun 23, 2006, 11:00 PM // 23:00
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#11
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Site Legend
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barbarians were normaly crazy/stupid and strong...
1000hp as standard perhaps..
no complicated skills (because most were dumb)
longer lasting stances
poor armor (most did wear animal fur)
superior weapon dmg (str req16 perhaps)
ability to use shield as a weapon
spears..
dual wielded weapons optional
some ideas to work with..
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Jun 23, 2006, 11:49 PM // 23:49
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#12
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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I like the idea of a barbiarian like class, some kind of super strong bulky class, but I think 2 handed swords and axes are a bit bland in the weapons department, and I would hope that they could use something a little more flashy. I also like the idea of a samurai, a class which focuses on a very unique art of swordsmanship and the many arts of the samurai sword rather than several arts of several weapons, but that is much different.
Warriors already wield around 1 handed swords which should normally be heavy and difficult to use in 2 hands, for a super muscular class I would like to see a weapon used which realy fits the strength that class has to wield it, in comparison to Warrior. I underscored an Idea for Juggernaut as a class which throws a giant Glaive or Boomerang, which would be alot harder than swinging a large sword, and focuses on doing slow group damage with a returning projectile weapon. And if we go with a lightly armored guy using a bigger 2 handed sword.... we are one purple suit away from cloud striffe rip offs.
I guess my real point here is that I would like something a little more flagrant and impressive than a strong guy swinging a larger sword, If this class was truely stronger than warrior than he would be able to wear heavy armor and swing a large sword in each hand, or wear heavy armor and swing a 2 handed sword twice the size of a Warriors in both hands, he wouldn't need to be unarmored to use a bigger weapon if he is stronger than Warrior. If we just go with a lightly armored guy with a bigger 2 handed sword as a class, then we are only a purple suit and spikey hair away from spawning cloud striffe rip offs.
Last edited by BahamutKaiser; Jun 23, 2006 at 11:52 PM // 23:52..
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Jun 23, 2006, 11:55 PM // 23:55
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#13
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Zookeeper
Join Date: Jul 2005
Location: Australian Discussion Posse HQ - Glorious leader
Guild: ҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#
Profession: N/E
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IF you're saying the strong point of a "barbarian" is offence > defence, that's just what a sin is...
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Jun 23, 2006, 11:59 PM // 23:59
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#14
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by ZenRgy
IF you're saying the strong point of a "barbarian" is offence > defence, that's just what a sin is...
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sins deal little damage with their normal attacks, all their power is within their combo's. Sins also have good DPS and conditions.
Barbarians on the other hand are more of a very strong class, attack slower then the sin, and they can deal straight raw damage.
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Jun 24, 2006, 02:44 AM // 02:44
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#15
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Lion's Arch Merchant
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I like it. For the most part it seems balanced as of when I read it.
Just a couple things to add:
If a barbarian uses Hammer line skills, will there still be reduced chances of missing at higher hammer mastery? or will it be 10% unconditional?
Also, does Offence Sacrifice have a recharge time?
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Jun 24, 2006, 03:05 AM // 03:05
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#16
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Quote:
Originally Posted by Arkantos
Barbarians on the other hand are more of a very strong class, attack slower then the sin, and they can deal straight raw damage.
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What this describes is a Hammer Warrior, less defense without a shield, heavier yet slower attacks with hammer, raw damage. The only difference is that you want to reduce armor and give them a 2 handed sword instead of a hammer. You can't bump the damage up much higher without getting into the unbalanced, and AoE melee damage is just an upgrade from an Axe Warrior. In order for it to be a good new class, it needs to have some focal differences.
In the end it would certainly do less damage than a hammer warrior since he doesn't have strength attribute, wile his "knockdown" attribute would be exploited with fast knockdowns from a Barbarian using Daggers. Knockdown is a very powerful disruption, being able to knockdown your enemy constantly with normal attacks is certainly overpowered, and at your rates, 12 points in Brute Force will yeild a 60% knockdown rate, that is more than half your attacks.
Warrior already provides a powerful 2 handed weapon with balanced knockdown skills which work very well, I think a melee, knockdown, 2 handed class is very well covered, and we need something a lot more original.
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Jun 24, 2006, 05:38 AM // 05:38
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#17
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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We definately need something more original. HOw about coming up with an alteration to adrenaline?
Rangers have pets as well... greedy things :P
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Jun 24, 2006, 06:19 AM // 06:19
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#18
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Academy Page
Join Date: Jun 2006
Guild: Legion Of Bul Kathos[Myth]
Profession: E/Mo
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the description is nice, but warrior does seem a little to closely related to it
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Jun 24, 2006, 03:21 PM // 15:21
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#19
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Nil nisi malis terrori.
Join Date: Aug 2005
Profession: Mo/Me
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I like the sounds of this barbarian class.
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Jun 24, 2006, 03:38 PM // 15:38
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#20
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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Quote:
Originally Posted by lyra song
the skills are nice, now you need a gimmick ie:
War-> Adrenaline
Rangers -> Preps/Traps
Mesmers -> Mantras/Energy Stealing
Eles -> Glyphs/Exhaustion
Assassins -> Combo system/dual strike
Rits -> Spirits/Urns o.o (not a rit)
Necro -> Soul Reaping/ Life stealing/Corpse control
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How many times have i tried to explain this set up...no one ever listens...
Ok, well, i would never play this class, just btw, nothing personal. The primary i feel is not very distinct, why wouldnt i just go War/Bar for the weap, increased defense and still get the adr. skills i need.
Brute Force, i dont see happening, 10% to KD is a lot... and also your discription is just wrong for it... rewrite it? you explain it at the bottom though...
Whats their energy pool + regen, i wouldnt go higher than 25, +2...
WAY to similar to a war, hammers are just about the same thing imo...
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