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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.

==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==
==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.
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.


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


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


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


Inner Fire levels can be refilled using the {{com|meditate}} {{tt|fill}} command (test server only).
Assuming you have the skill, you can activate up to 4 forms, 2 berserks, a meditation, and a roar at the same time.


==Powers==
The abilities will be weighted to cap out duration first, then potency.
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.
Forgetting an ability will be possible, and likely no more difficult than for spellcasters.


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.
===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.


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.
* Berserk with a pulsing melee/pole auto-attack
* Berserk volcano will prevent death while active


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.
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)===
===Forms===
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.
As compared to Berserks, forms are a longer boost with, with to potiental to last up an hour. There will be a 30 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 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.
Forms will be named after animals.


===Berserks===
* Turtle Form is an anti-magic barrier that can reduce spell potency
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.
* Toad Form will be elemental damage reduction


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.
===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.


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

* Bleeder staunching
===Meditations===
* Mediate Serenity (immunity to magic at the cost of no other abilities).
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.
* Inner Fire managing meditations
* Meditate Dispel will attempt to remove all magic on the user
* Meditate Bastion is a Save vs. Strength bonus


===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.


Single targeting is both easier and less costly, and Roar Helms, Berserks, and Cynr Ales will bonus them as normal.
* Roar which saps mana
* Roar that interrupts spell preparation


While previous versions of this ability were tied into the vocals skill, that is no longer the case.
===Abilities===
These are both outright maneuvers, such as whirlwind, as well as things we truely think of as feats, such as full use of warhorns.


==Magic Resistance==
Some of these, such as whirlwind and warstomp, will utilize the Expertise skill.
Innate passive magic resistance has been removed, and instead replaced with active magic resistance derived from abilities.


==Circle Requirements==
Tenetive examples:
* dual load
* whirlwind
* full use of warhorns
* full use of roar helms
* full use of sharksteeth
* ability to identify spells


Restricted skills will be:<br />
Not a lot of information is currently available about them.
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.
==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


Evasion is now a Hard Requirement, it does not count toward Nth Survival.
===Expertise===
This skill will not likely be useful during the initial stages of the new guild.


<table border="1" cellpadding="4">
The current plan is for a Barbarian to pick a weapon type at level 1 at which they become an "expert," unlocking abilities with that weapon based on the [[Expertise skill]]. A second expertise will be gained at 70th circle, and a third at 150th.
<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}}

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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