Barbarian 3.0

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Revision as of 07:59, 11 December 2012 by CARAAMON (talk | contribs) (→‎Ability List: added costs and prereqs)
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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

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).

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, and degrade the voice pool as previously.

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

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

Ability List

Forms

Ability Difficulty Path Cost Prereqs Effect
Buffalo Intro Flame 1 0 Bonuses Encumbrance
Dragon Intro Horde 2 1 Bonuses Held Melee
Eagle Intro Predator 2 1 Bonuses Held Bow
Swan Basic Flame 2 4 Weak Potency Barrier
Piranha Basic Predator 2 4 Balance and Evasion Boost
Monkey Basic Flame 1 2 Reflex Bonus
Python Basic Horde 1 2 Parry Bonus
Badger Advanced Horde 2 7 Weak Generic SvS Barrier
Owl Advanced Predator 1 5 Perception Bonus
Wolverine Advanced Predator 1 3 Advanced speed boost
Bear Advanced Flame 2 5 Strength and Warding Boost
Toad Expert Horde 2 5 Elemental Damage Resistance
Turtle Expert Flame 2 7 TBD Strong Antimagic
Panther Expert Predator 1 6 Stealth Bonus

Berserks

Ability Difficulty Path Cost Prereqs Effect
Avalanche Intro Horde 1 0 Pulsing Fatigue Regeneration
Famine Basic Flame 1 1 Pulsing Vitality Regeneration
Tornado Basic Predator 2 1 Shield and Stamina Bonus
Wildfire Basic Horde 2 3 Agility and Damage Bonus
Earthquake Advanced Horde 3 4 Engaged Damage over Time
Flashflood Advanced Predator 2 3 Immediate followed by Pulsing AntiStun/AntiWeb/Standup
Cyclone Advanced Flame 2 3 Charisma and Voice Recovery Bonus
Volcano Expert Horde 3 6 Un-killable by normal means. Cannot be used in many other abilities.
Tsunami Expert Flame 2 6 Increases Balance and Power of held weapon, reduces chance of critical miss
Hurricane Expert Predator Pulsing Dispel, reduces mana in area

Roars

Ability Difficulty Path Cost Prereqs Effect
Anger the Earth Intro Horde 1 0 Unbalance enemies
Death's Embrace Basic Horde 1 1 Debuffs to-hit chance of enemies
Everild's Rage Basic Predator 1 0 Debuffs enemy defense
Screech of Madness Basic Flame 2 3 Debuffs Discipline and Reflex, making it easier to land other roars
Serpent's Hiss Advanced Horde 1 5 Makes enemies flee the room
Kuniyo's Strike Advanced Predator 3 4 Stun + Knockback
Mage's Lash Advanced Flame 3 6 Primary Magic Debuff and chance to interrupt spell preparation
Wail of Torment Expert Horde 2 7 Immobilize
Mana Torment Expert Flame ? ? Drain Mana
Slash the Shadows Expert Predator 3 7 Knock out of hiding, and stealth debuff
Death's Shriek Expert Flame 3 7 Drop enemy to his knees, and penalizes shield skill

Meditations

Ability Difficulty Path Cost Prereqs Effect
Flame Intro Flame 0 0 Shows Inner Fire Level
Power Basic Flame 1 1 Shows Durations of abilities remaining
Unyielding Basic Horde 1 2 Athletics Skill Bonus
Contemplation Basic Flame 1 2 Defensive Bonus
Bastion Basic Predator 2 4 Strong barrier versus agility contested attacks
Seek Basic Predator 1 0 Outdoorsman-ship Skill boost
Staunch Advanced Predator 2 5 Stop all bleeding for a time
Tenacity Advanced Horde 1 2 Physical Damage resistance
Dispel Advanced Flame 2 3 Removes all magic on barbarian
Focus Expert Horde 1 1 Lock/Trap Bonus
Serenity Expert Flame 2 6 Very strong magic potency barrier. Blocks other abilities from being in effect.
Prediction Expert Predator 3 5 If you get disabled (stun/immobilize/web/knockdown), you dive-roll out of the area and away from harm.

Dual load, warstomp, and area roars will each require 1 slot special maneuvers. They are not currently available.


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