Post:3.1 Stuff - 11/23/2013 - 20:03: Difference between revisions

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Latest revision as of 20:53, 11 May 2014

3.1 Stuff · on 11/23/2013 08:03 PM CST 3809
Howdy folks.

I am wrapping up Self-Analyze and the new Weapon Maneuvers. How does this list of abilities look so far?

Barbarians will be able to ANALYZE X, where X is ..

IF - Regain a small amount of inner fire (0 skill)
Accuracy - To-hit bonus for 10-30 seconds (50 skill)
Damage - Damage bonus for 10-30 seconds (125 skill)
Intimidation - Prevent opponent retreat for 10-30 seconds (200 skill)
Fatigue - Prevent fatigue loss from combat for 10-30 seconds (350 skill)
Balance - Prevent balance loss from combat for 10-30 seconds (600 skill)
Vitality - Regain a small amount of vitality (900 skill)
Rage - The next berserk costs no IF to activate (1200 skill)
Calm - The next meditation costs no IF to activate (1600 skill)

Attempting one of these will check your skill vs the required amount. If you pass the limit you will get 2-3 seconds of RT and a tiny amount of Expertise. You then get a series of moves to perform on an enemy. Once completed you are awarded Expertise skill and the listed effect. Attempting it again will increase the difficulty and they could potentially fail to work... so it will impossible to always have them available.

Intimidation in particular will be available only once every 5 minutes. We'll see if additional cooldowns are necessary on the others.




The other system is New Weapon Maneuvers. Right now we are looking at adding the following to each weapon category:

Charged Maneuvers
Situation Maneuvers
Channeled Maneuvers
Toggled Maneuvers

Charged Maneuvers would work like this -

>>maneuver cleave goblin
You step back and prepare for a mighty cleave
(wait 4 seconds)
With great speed you charge the goblin and cleave it with your broadsword!
Your broadsword lands a powerful strike to the goblin.

Cleave would ignore shields and have a 250% damage bonus, as an example. Impale (polarms) would get armor ignore and a 300% damage bonus. And so on...

Charged maneuvers would have a 60 second to 360 second cooldown. This would be reduced by Agility and Weapon skill or Endurance/Expertise

Situation Maneuvers are used against disabled opponents. They take effect immediately and usually extend the disabled period and do additional damage. Again, these have a long cooldown to prevent abuse.

Channeled maneuvers auto-attack for 6-7 attacks, and each attack gets an increasing bonus to it. Some weapons may have increased accuracy, others may do more damage, others may ignore armor or get reduced RT.

Toggled maneuvers would apply a chance to proc an effect when you attack. They would last for 30 seconds to a minute.

Now I am thinking we would allow players the chance to pick several weapons to specialize in and unlock these maneuvers for. The best maneuvers will be available for the least popular weapons, in hopes of making them more appealing. Weapon Primaries would get 4 picks, Weapon Secondaries 3 and Weapon Terts 2.

I am anticipating each of these maneuvers teaching Expertise and using Expertise to bonus the effects.

How's that sound so far?

This message was originally posted in The Barbarians \ General Discussions - Barbarians, by DR-KODIUS on the play.net forums.