Barbarian 3.0: Difference between revisions

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Barbarians will be required to learn the following skills for their abilities:
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
* Inner Fire skill: Affects how much your abilities drain or reduce your Inner Fire
* [[Augmentation skill]]: Affects the potency and duration of abilities thatbuff
* [[Augmentation skill]]: Affects the potency and duration of abilities that buff
* [[Warding skill]]: Affects the potency and duration of abilities that resist magic
* [[Warding skill]]: Affects the potency and duration of abilities that resist magic
* [[Debilitation skill]]: For roars, primarily
* [[Debilitation skill]]: For roars, primarily
* [[Outdoorsmanship skill]]: How well you apply warpaint





Revision as of 15:55, 4 October 2011

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.

Inner Fire

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.

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.

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.

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.

Assuming you have the skill, you can activate up to 4 forms, 2 berserks, a meditation, and a roar at the same time.

The abilities will be weighted to cap out duration first, then potency.

Forgetting an ability will be possible, and likely no more difficult than for spellcasters.

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.

Pathway of the Predator Berserks (tentative)

  • Tornado - A basic berserk that bolster's the rager's stamina, while granting skill with shields.
  • Volcano - Throws the barbarian into a madman's rage where they become unkillable for a brief time.

Pathway of the Flame Berserks (tentative)

  • Famine - Ever feeding off battle-rage, the barbarian quickly regains vitality for a short time.
  • Cyclone - A basic berserk granting the user enhanced charisma and voice recovery.
  • Tsunami - As fluid as waves, the barbarian becomes resistant to all physical damage.

Pathway of the Horde Berserks (tentative)

  • Avalanche - The barbarian quickly regenerates stamina and continues to do so for a short time.
  • Wildfire - A short burst of energy grants the barbarian increased strength and agility.
  • Earthquake - The barbarian perodically flips out and mauls everyone at close range, for a short time.
  • 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.


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.

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

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.


The double asteriks (**) denotes ability that everybody will know.

Roars

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.

The double asteriks (**) denotes ability that everybody will know.

Expertise

In his post, Kodius says:

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.

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.

A second favored weapon would be allowed at some higher circle. May allow a limited-quest to repick at some point.

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.


Chakrel

Chakrel will have more than the current 3 grades, and will empower or reduce the start up times for some meditations.

Creation of this, will likely reside under Stonecarving.

Will be able to Infuse perfect chakrel. Nothing further is really known about this.

Skills

Barbarians will be required to learn the following skills for their abilities:


Grandfathering

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.


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