Barbarian 3.0: Difference between revisions

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(Organized and updated the tentative abilities list into different forms, berserks, roars, meditations, and feats categories. Further sub-organized them by pathways.)
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As the the Barbarian Guild is currently undergoing a complete rewrite, this article is for information about the end result.
As the the Barbarian Guild is currently undergoing a complete rewrite, this article is for information about the end result.


The changes will likely occur at the same time as the [[Magic 3.0]] changes.
The roll out time is '''estimated''' to be about June/July of 2011.


==Inner Fire==
==Supernatural Skills==
One of the larger changes Barbarians will undergo is that their abilities will use and require skills within the supernatural skillset. In addition to the standard Augmentation, Debilitation, and Warding skills, Barbarians will gain access to the Inner Fire skill.
The Inner Fire system is being rewritten in several ways. First, the pools will be larger and dynamic. Secondly, pools will only passively regenerate part which, after which killing or other IF restoring actions will be required to top it off.


The Inner Fire skill controls how efficient Inner Fire is used to power abilities, with more skill resulting in smaller drains for the same effect. In addition, it will also control how many abilities may be used simultaneously.
While it will be possible to get more detail on IF usage and levels than in the current system, there will be unspecified consequences for doing so.


Augmentation will affect how effectively forms, berserks, and meditiations provide improvements.
==Powers==
Barbarians will have access to Berserks, Forms (formerly Dances), Meditations, and Feats (such as whirlwind). Each will cost a 1-3 slots, of which we (as of last knowledge) will get 1 every other circle, starting at 1st.


Debilitation will determine how effectively roars will impede opponents.
The powers will be mixed among three paths (think spellbooks), called Horde (brute strength), Predator (stealth and precision), and Flame (anti-mage/magic). There will be multiple tiers, with access to the next tier likely requiring at least one power from the previous tier in that path and a circle minimum. Progessing down two or more paths possible, but the most powerful abilities require serious comittment to a path.


Warding determines the power of anti-magic abilities.
Assuming you have the skill, you can activate up to 4 forms, 2 berserks, a meditation, and a roar at the same time.


==Inner Fire==
The abilities will be weighted to cap out duration first, then potency.
The first change is that all Barbarians will have the same amount of Inner Fire. When abilities are used, they will drain Fire at variable rates. Passive regeneration of Inner Fire is limited to 1/3rd of maximum power, further increase requires killing of opponents.


In addition, active Forms will affect the rate at which Inner Fire regenerates.
Forgetting an ability will be possible, and likely no more difficult than for spellcasters.


Inner Fire drains down to the passive limit much faster out of combat.
===Berserks===
Berserks are slated to become instant use short-duration (a minute or two) buffs. In addition, they will be losing much of their downsides, some of them completely removed, and others (such as no-retreat) being lifted in the later half of the power. Berserk names will be derived from disasters.


Expert abilities use 5x the Inner Fire of Intro abilities, base. The Inner Fire skill can reduce this.
====Pathway of the Predator Berserks (tentative)====
*Tornado - A basic berserk that bolster's the rager's stamina, while granting skill with shields.


Inner Fire levels can be refilled using the {{com|meditate}} {{tt|fill}} command (test server only).
*Volcano - Throws the barbarian into a madman's rage where they become unkillable for a brief time.


==Powers==
====Pathway of the Flame Berserks (tentative)====
See [[Barbarian Abilities 3.0]].
*Famine - Ever feeding off battle-rage, the barbarian quickly regains vitality for a short time.


Barbarians gain access to three paths of abilities: Predator, Horde, and Flame. Abilities require spending variable slot costs depending on the power of the ability. From 1st to 70th circle, a slot will be gained every other circle. After that, it will be one every four circles.
*Cyclone - A basic berserk granting the user enhanced charisma and voice recovery.


More powerful abilities require that you already know a certain number of abilities in that path. Each guildhall has a different selection of abilties, and they are detailed on the banner, sign, and placard located in the main rooms.
*Tsunami - As fluid as waves, the barbarian becomes resistant to all physical damage.


It should be noted that Forms and Berserks are no longer mutually excluse, though the number of abilities that can be active is not unlimited.
====Pathway of the Horde Berserks (tentative)====
*Avalanche - The barbarian quickly regenerates stamina and continues to do so for a short time.


The first ability, Meditation Flame, is free to all Barbarians, and can give a rough level of the user's Inner Fire level and active abilities.
*Wildfire - A short burst of energy grants the barbarian increased strength and agility.


===Forms===
*Earthquake - The barbarian perodically flips out and mauls everyone at close range, for a short time.
Forms are the renamed dances, and are accessed via the {{com|form}} command. When Forms are active, they reduce the amount of Inner Fire that is passively regenerated (modified by the Inner Fire skill). In addition to the base reduction, there is a slight additional reduction for each Form after the first.


Forms can be started and stopped at will, and no longer are affected by water levels. However, Forms require up to a minute to ramp up to their full power.
*Flashflood - The ultimate survival ability. Forging in rage, the barbarian can break free of stuns, webs and other obstacles to wring the life from whatever unfortunate soul stands before them.


===Berserks===
Berserks no longer have the knock down, stun, or death results when they end (some restrictions apply), and have had their restrictions on vision and movement removed.


When berserks are activated, they consume a large of Inner Fire, and further have a small drain while they are active. While it is possible to have multiple Berserks going, the cost will make it impractical without a steady stream of victims.
As with current Berserks, Inner Fire will be drained both when the start and each time they pulse. They will retain their consequences for ending with extremely low fire, but will be removed for anything but the lowest levels.


Berserks may break the effects of a meditation, and they cannot be started while Berserking.
===Forms (Dances)===
As compared to Berserks, forms are a longer boost with, with to potiental to last up an hour. There will be a 60 second ramp up time, and every 15 or so seconds the effects will increase until max effect is reached.
Forms will reduce the maximum amount of Inner Fire you can have, with [[Inner Fire skill]] reducing the reduction.

Forms will be named after animals.

====Pathway of the Predator Forms (tentative)====
*Hawk - A combat form that bonuses the ranged weapon held in hand. Cycles every few seconds.

*Piranha - A basic form that grants the user enhanced evasion and balance.

*Owl - An advanced form that sharpens the barbarian's eyesight and perception.

*Wolf - A form that greatly enhances engagement speed.

*Lynx - An esoteric form honing the user's ability to avoid notice and hide in the shadows.

====Pathway of the Flame Forms (tentative)====
*Buffalo - Weapons of war don't come lightly. Taking notes from the strong buffalo, a barbarian gains an increased ability to carry.

*Bear - A form granting great strength, and an increased skill with warding abilities.

*Monkey - A simple form granting enhanced reflexes to the user.

*Turtle - A most potent form that substantially reduces the potency of incoming magical attacks. Limits the use of some other abilities while in effect.

====Pathway of the Horde Forms (tentative)====
*Dragon - Grants enhanced fighting ability with whatever non-ranged weapon (or brawling) is held at the time. Updates every few seconds.

*Python - Darting in and out, the barbarian parries with incredible speed and skill while practicing this form.

*Bat - Viscious, vengeful - the barbarian flowing with the bat form will inflict viscious strikes and use them to regenerate their inner fire much quick.

*Toad - Shirking off the cold and heat, a barbarian finds the elements no longer affect them as much. Provides a moderate elemental damage shield to the barbarian.


===Meditations===
===Meditations===
Meditations are a new type of ability that perform better while wearing or holding Chakrel. To access them, you should use the MEDITATE verb. Chakrel isn't required, but it causes the Meditation to activate faster. In general, one must be sitting, not Berserking, and out of combat in order for a Meditation to be used, and any disruption can cause the meditation to not work. Once completed, the Meditation's effects do not require any effort to sustain.
These are semi-miscellaneous abilities that either cannot be started in combat and require a start up time, though once started they can be continued in combat.

====Pathway of the Predator Meditations (tentative)====
*Basion - Barbarian excel at shrugging off ailments capable of rendering lesser adventurers helpless. Provides protection for Save versus Stamina contests.

*Seek - You can find anything, provided you know where to look. Seek opens up the possibilities, granting a bonus to Outdoorsmanship.

*Staunch - Even predators become wounded occasionally. Slowing your heartrate and focused muscle relaxation techniques can halt all bleeding, for a time.

*Prediction - A good warrior always thinks many steps ahead. Having prepared for all possibilities, if the barbarian gets stunned or knocked over, they can nimbly escape to an adjacent room before meeting their demise.

====Pathway of the Flame Meditations (tentative)====
*Flame** - Everyone gets this one for free. It gives the same indication of Inner fire levels.

*Power** - Allows the barbarian to see all abilities in effect on them with textual durations.

*Contemplation - Provides a bonus to all defenses for a moderate amount of time.

*Dispel - Allows the barbarian to break magical effects befouling them.

*Sacrifice - A fallen barbarian, not finding peace in death, rises to fight again. After severely mauling everything in close range of course!

*Serenity - Invokes the most powerful of barriers, capable of ripping magic apart before it can draw close.

====Pathway of the Horde Meditations (tentative)====
*Unyielding - Mentally preparing for the challenge ahead, the barbarian finds athletic hurdles easier to overcome.

*Tenacity - Clearing the mind and maintaining a silent focus, the barbarian can sense and avoid a single incoming targeted magic attack. No roars can be used while this is in effect.

*Focus - Improves a barbarian's ability with Augmentation, improving the potency of all beneficial abilities.


** Denotes ability that everybody will know.


===Roars===
===Roars===
Roars will be similar to previous incarnations, though they will only affect a single creature or all engaged to the roarer. Use of roars will sap a small amount of Inner Fire. With insufficient Inner Fire, such as when you've depleted it all using other abilities, you may not be able to roar at all until you've replenished some Inner Fire. If so you may receive the following messaging: "Strain though you might, you cannot muster enough inner fire to vocalize your fighting spirit."
Roars will be losing their room-affecting capacity, either targeting one target or all engaged with you, though the area effect capacity can be regained with the right ability.

====Pathway of the Predator Roars (tentative)====
*Death's Embrace - Totally overwhelmed with fear, targets affected by this roar suffer a general defensive penalty.

*Kuniyo's Spirit - The concussive blast from this roar can stun enemies, and knock them back and clear off their feet!

*Slash the Shadows - A roar that can not only unhide the enemy, but also penalizes their ability to hide again for a brief time.

====Pathway of the Flame Roars (tentative)====
*Tempestuous Shriek - A brief fright that saps enemies' discipline and reflex.

*Mage's Lash - A powerful roar that will interrupt a mage's preparation and penalize their casting ability for a brief time.

*Mana Torment - A mage cannot cast if they lack focus - scaring one of out its mind is a good start, disrupting their ability to draw upon mana is another. This roar saps a portion of the mage's mana from them.

====Pathway of the Horde Roars (tentative)====
*Anger the Earth - An introductory roar capable of knocking enemies off their feet.

*Trothfang's Butchery - Enemies grow less eager to approach, and are less able to hit you as a result of this scary roar.

*Serpent's Hiss - Enemies flee the room when hit by this.

*Wail - The perfect immobilization roar.


===Feats===
NOTE: Names for Feats are temporary placeholders as more thought is given from a guild standpoint as per Kodius.

*Strategist - New Warhorn Calls and Effects

*Tribalist - Allows beneficial effects when using warpaint (We plan to remove the random stat modifiers with the rewrite).

*Intimidator - Grants the ability to roar at a room full of enemies (normally can only roar at single targets, and anything engaged). Needed to make full use of roar helms.

*Powermonger** - Gives an in-game power bar when using Meditate Flame, and time durations when using Meditate Power.

*Theorist - Allows you to identify spell preps (may require several feats).

*Juggernaut - Grants the new and improved Warstomp ability.

*Dervish - Grants the new and improved whirlwind ability.

*Brute - Grants a new and improved called shot ability.

*Templar - Provides new ways (and new magic items) that can be destroyed.

*Infusor - Grants the chakrel bonus without actually wearing chakrel, and allows infusing of chakrel. Note - infused chakrel will be improved versions of perfect chakrel, planned for stone carving.

Misc feats for Expertise abilities.
** Denotes Feat that everybody will know

==Expertise==
In his post, Kodius says:


Single targeting is both easier and less costly, and Roar Helms, Berserks, and Cynr Ales will bonus them as normal.
<blockquote>
My current plan is to allow barbarians to pick a favored weapon at circle 1. This weapon then gets a new set of abilities that, when used in lieu of normal attack maneuvers, uses and teaches expertise skill. It would also allow for "finishing moves" with fanciful messaging.


While previous versions of this ability were tied into the vocals skill, that is no longer the case.
An example would be REND, a more powerful and costly SLICE type attack. Combat 3.0 is moving away from combos, allowing a warrior to inter-mix these attacks in to their normal fighting routine.


==Magic Resistance==
A second favored weapon would be allowed at some higher circle. May allow a limited-quest to repick at some point.
Innate passive magic resistance has been removed, and instead replaced with active magic resistance derived from abilities.


==Circle Requirements==
Note - Not currently planned for 1.0 release. Look for it to come shortly therafter. Experise will not be required to circle in the meantime.
</blockquote>


Restricted skills will be:<br />
Thievery<br />
Sorcery<br />
Utility<br />
Targeted Magic<br />


Note: Arcana is not restricted but it has been noted that there will be penalties for learning. No word on what these penalties are have been released.
==Chakrel==
Chakrel will have more than the current 3 grades, and will empower or reduce the start up times for some meditations.


Augmentation will be Grandfathered at the rate of 1st Supernatural, Debilitation will be Grandfathered at rate of 2nd Supernatural, and Warding will be Grandfathered at rate of 1/circle
Creation of this, will likely reside under [[Carving discipline|Stonecarving]].


Inner Fire will be Grandfathered to circle.
Will be able to Infuse perfect chakrel. Nothing further is really known about this.


Evasion is now a Hard Requirement, it does not count toward Nth Survival.
==Skills==
Barbarians will be required to learn the following skills for their abilities:
* Inner Fire skill: Affects how much your abilities drain or reduce your Inner Fire
* [[Augmentation skill]]: Affects the potency and duration of abilities thatbuff
* [[Warding skill]]: Affects the potency and duration of abilities that resist magic
* [[Debilitation skill]]: For roars, primarily


<table border="1" cellpadding="4">
<tr><th>Skill</th><th>1-10</th><th>11-30</th><th>31-70</th><th>71-100</th><th>101-150</th><th>151-200</th></tr>
<tr><td>1st Armor</td><td>3</td><td>4</td><td>4</td><td>5</td><td>5</td><td>13</td></tr>
<tr><td>2nd Armor</td><td>1</td><td>2</td><td>2</td><td>3</td><td>4</td><td>10</td></tr>
<tr><td>1st Weapon</td><td>4</td><td>5</td><td>6</td><td>6</td><td>6</td><td>15</td></tr>
<tr><td>2nd Weapon</td><td>4</td><td>5</td><td>6</td><td>6</td><td>6</td><td>15</td></tr>
<tr><td>3rd Weapon</td><td>2</td><td>3</td><td>3</td><td>4</td><td>5</td><td>13</td></tr>
<tr><td>4th Weapon</td><td>1</td><td>2</td><td>2</td><td>3</td><td>4</td><td>10</td></tr>
<tr><td>Parry</td><td>4</td><td>4</td><td>4</td><td>4</td><td>5</td><td>13</td></tr>
<tr><td>Primary Mastery</td><td>4</td><td>5</td><td>6</td><td>6</td><td>6</td><td>15</td></tr>
<tr><td>1st Supernatural</td><td>1</td><td>2</td><td>2</td><td>3</td><td>3</td><td>8</td></tr>
<tr><td>2nd Supernatural</td><td>0</td><td>0</td><td>2</td><td>2</td><td>4</td><td>10</td></tr>
<tr><td>Inner Fire</td><td>1</td><td>2</td><td>3</td><td>3</td><td>4</td><td>10</td></tr>
<tr><td>1st Survival</td><td>2</td><td>2</td><td>3</td><td>3</td><td>3</td><td>8</td></tr>
<tr><td>2nd Survival</td><td>2</td><td>2</td><td>3</td><td>3</td><td>3</td><td>8</td></tr>
<tr><td>3rd Survival</td><td>2</td><td>2</td><td>2</td><td>3</td><td>3</td><td>8</td></tr>
<tr><td>4th Survival</td><td>1</td><td>1</td><td>2</td><td>2</td><td>2</td><td>5</td></tr>
<tr><td>Evasion</td><td>3</td><td>4</td><td>4</td><td>5</td><td>6</td><td>15</td></tr>
<tr><td>1st Lore</td><td>1</td><td>1</td><td>2</td><td>2</td><td>3</td><td>8</td></tr>
<tr><td>Tactics</td><td>1</td><td>1</td><td>2</td><td>2</td><td>3</td><td>8</td></tr>
</table>


==FAQ==
===Grandfathering===
* '''Q: What happened to the Endurance and Expertise skills?'''
The current plan is for Inner Fire to be grandfathered at 1 rank/circle, with the others at about 50% of that. Despite the the low ranks, the system will be designed to be the power equivalent of the current system, so as not to disrupt existing players.
: A: Those skills exist (EXP ENDURANCE will show 0 ranks) but they aren't currently developed. When sufficiently robust systems are designed for them, they'll have their day in the sun (and will be grandfathered accordingly).


{{RefAl}}{{cat|New and returning player help}}
{{RefAl}}
[[Category:Barbarian]]

Latest revision as of 10:04, 2 February 2015

As the the Barbarian Guild is currently undergoing a complete rewrite, this article is for information about the end result.

The changes will likely occur at the same time as the Magic 3.0 changes.

Supernatural Skills

One of the larger changes Barbarians will undergo is that their abilities will use and require skills within the supernatural skillset. In addition to the standard Augmentation, Debilitation, and Warding skills, Barbarians will gain access to the Inner Fire skill.

The Inner Fire skill controls how efficient Inner Fire is used to power abilities, with more skill resulting in smaller drains for the same effect. In addition, it will also control how many abilities may be used simultaneously.

Augmentation will affect how effectively forms, berserks, and meditiations provide improvements.

Debilitation will determine how effectively roars will impede opponents.

Warding determines the power of anti-magic abilities.

Inner Fire

The first change is that all Barbarians will have the same amount of Inner Fire. When abilities are used, they will drain Fire at variable rates. Passive regeneration of Inner Fire is limited to 1/3rd of maximum power, further increase requires killing of opponents.

In addition, active Forms will affect the rate at which Inner Fire regenerates.

Inner Fire drains down to the passive limit much faster out of combat.

Expert abilities use 5x the Inner Fire of Intro abilities, base. The Inner Fire skill can reduce this.

Inner Fire levels can be refilled using the MEDITATE FILL command (test server only).

Powers

See Barbarian Abilities 3.0.

Barbarians gain access to three paths of abilities: Predator, Horde, and Flame. Abilities require spending variable slot costs depending on the power of the ability. From 1st to 70th circle, a slot will be gained every other circle. After that, it will be one every four circles.

More powerful abilities require that you already know a certain number of abilities in that path. Each guildhall has a different selection of abilties, and they are detailed on the banner, sign, and placard located in the main rooms.

It should be noted that Forms and Berserks are no longer mutually excluse, though the number of abilities that can be active is not unlimited.

The first ability, Meditation Flame, is free to all Barbarians, and can give a rough level of the user's Inner Fire level and active abilities.

Forms

Forms are the renamed dances, and are accessed via the FORM command. When Forms are active, they reduce the amount of Inner Fire that is passively regenerated (modified by the Inner Fire skill). In addition to the base reduction, there is a slight additional reduction for each Form after the first.

Forms can be started and stopped at will, and no longer are affected by water levels. However, Forms require up to a minute to ramp up to their full power.

Berserks

Berserks no longer have the knock down, stun, or death results when they end (some restrictions apply), and have had their restrictions on vision and movement removed.

When berserks are activated, they consume a large of Inner Fire, and further have a small drain while they are active. While it is possible to have multiple Berserks going, the cost will make it impractical without a steady stream of victims.

Berserks may break the effects of a meditation, and they cannot be started while Berserking.

Meditations

Meditations are a new type of ability that perform better while wearing or holding Chakrel. To access them, you should use the MEDITATE verb. Chakrel isn't required, but it causes the Meditation to activate faster. In general, one must be sitting, not Berserking, and out of combat in order for a Meditation to be used, and any disruption can cause the meditation to not work. Once completed, the Meditation's effects do not require any effort to sustain.

Roars

Roars will be similar to previous incarnations, though they will only affect a single creature or all engaged to the roarer. Use of roars will sap a small amount of Inner Fire. With insufficient Inner Fire, such as when you've depleted it all using other abilities, you may not be able to roar at all until you've replenished some Inner Fire. If so you may receive the following messaging: "Strain though you might, you cannot muster enough inner fire to vocalize your fighting spirit."

Single targeting is both easier and less costly, and Roar Helms, Berserks, and Cynr Ales will bonus them as normal.

While previous versions of this ability were tied into the vocals skill, that is no longer the case.

Magic Resistance

Innate passive magic resistance has been removed, and instead replaced with active magic resistance derived from abilities.

Circle Requirements

Restricted skills will be:
Thievery
Sorcery
Utility
Targeted Magic

Note: Arcana is not restricted but it has been noted that there will be penalties for learning. No word on what these penalties are have been released.

Augmentation will be Grandfathered at the rate of 1st Supernatural, Debilitation will be Grandfathered at rate of 2nd Supernatural, and Warding will be Grandfathered at rate of 1/circle

Inner Fire will be Grandfathered to circle.

Evasion is now a Hard Requirement, it does not count toward Nth Survival.

Skill1-1011-3031-7071-100101-150151-200
1st Armor3445513
2nd Armor1223410
1st Weapon4566615
2nd Weapon4566615
3rd Weapon2334513
4th Weapon1223410
Parry4444513
Primary Mastery4566615
1st Supernatural122338
2nd Supernatural0022410
Inner Fire1233410
1st Survival223338
2nd Survival223338
3rd Survival222338
4th Survival112225
Evasion3445615
1st Lore112238
Tactics112238

FAQ

  • Q: What happened to the Endurance and Expertise skills?
A: Those skills exist (EXP ENDURANCE will show 0 ranks) but they aren't currently developed. When sufficiently robust systems are designed for them, they'll have their day in the sun (and will be grandfathered accordingly).


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