(edited by LuckyThirteen.4576)
A Bold New Idea: The Berserker - Master of Rage!
Healing Skills:
Building Momentum: Gain health at 1 tick per second for 10 seconds.
Gain additional health for every critical strike scored during.
Rub Some Dirt In It: Heal an amount of health which increases significantly as the
current health total decreases.
Thrilling Signet: P: Gain health whenever you receive any damage. (Healing not
proportional to damage, could be more, could be less.)
A: Gain Health for every foe around you (Max of about 3)
Utility Skills:
Dares:
Dirtiest Trick:
The next 3 conditions applied to target foe last twice as long.
Strongest Will (Ground Targeted):
The next healing skill used by allies in target area heal for 33% more.
Most Fearless (Ground Targeted):
For the next 15 seconds, allies gain might for each different foe attacked within the targeted area.
Least Mercy:
Next 4 attacks on target foe each apply vulnerability. (Stack)
Grudges:
Cowards:
For 10 Seconds, the berserker cannot be healed, and the max effective range of all attacks targeted at the berserker is 600. (E.G. A rifle couldn’t hit the serker unless he’s within at least 600 units.)
Snakes:
For the next 10 seconds, the berserker gains health whenever he loses a condition.
Thugs:
Take double damage from conditions for the next 10 seconds, no single attack can do more than 10% of your total health in damage during this time.
Gamblers:
The berserker’s critical hit chance becomes 0% for the next 10 seconds. During this time the berserker gains might and protection for every critical attack it receives.
Signets:
Brawler’s Signet:
P: Gain 3 Seconds of stability every 9 seconds.
A: Next attack causes knockdown.
Boiling Signet:
P: Decrease weapon switch cooldown time.
A: Gain Quickness for 3 Seconds.
Numb Signet:
P: Reduces incoming damage.
A: Remove a condition. Remove 2 additional conditions if below 50% Health.
Lively Signet:
P: Increases Vitality
A: Recharges all rage skills.
Threats:
I’ll do it myself!:
The berserker emits an aura which gives foes vulnerability and revives allies.
I’m coming for you!:
The berserker emits an aura which gives swiftness to allies and cripples foes.
I will break you!:
The berserker emits an aura which gives allies might and weakness to foes.
You’re nothing!:
The berserker emits an aura which takes buffs from foes and conditions from allies.
Outbursts:
Reckless Charge:
The berserker rushes to target foe and attacks. The attack does more damage to both the target and the berserker the further the berserker travels.
Desperate Strike:
The berserker performs an attack that does more damage the less health the berserker has.
Tackle:
The berserker throws himself a short distance to target foe, damaging the foe and dealing cripple to both them and the berserker.
Headbutt:
The berserker strikes at a target foe with his head, damaging them and knocking them down. Gives confusion to the berserker.
Elite Skills:
Explode – Channeled
The berserker flies into a fit of rage, smashing the ground multiple times, damaging foes in a radius, knocking them back, and stunning them each time.
Weaklings – Grudge
Current health is halved.The berserker becomes invincible for 6 Seconds.
Mightiest Blow – Dare
Target a foe. The next ten attacks to that foe are guaranteed critical hits.
(edited by LuckyThirteen.4576)
Weapon Skills:
Dagger – Main-Hand
1. Cheap Shot – Auto-Attack
A ferocious punch with dagger in hand. Damages and Bleeds.
2. Lash Out
The Berserker lashes out with a series of blows, damaging and dazing the target with
each blow. Each successful hit also damages the berserker.
3. Goad
Berserker blocks the next attack and counters with a strike that dazes.
Chain: Frustration – Berserker interrupts the block and gains fury.
Dagger – Off-Hand
4. Gut Shot
The Berserker plunges its dagger into target foe, causing bleeding and damage.
Chain: Twist – The berserker twists his dagger into the foes gut, causing additional
damage and cripple.
5. Intimidate
The berserker plunges his dagger into its own body, dealing damage and providing might, as well as fearing nearby foes.
Mace – Main-Hand
1. Crush > Pound > Break
Auto-attack, last blow cripples.
2. Crack Ribs
Deals damage, inflicts vulnerability.
3. Wild Swing
Deals significant damage and causes knock-down if it hits. Damages berserker if it
misses/is blocked.
Mace – Off-Hand
4. Heave
Throws a mace at target foe, damaging and stunning them.
5. Earth-Shaker
The berserker smashes mightily into the ground, damaging foes in a radius and knocking them back. Damages the Berserker as well.
Axe – Main-Hand
1. Chuck – Auto-Attack
Ranged, high damage.
2. Rolling Axe
Throws an axe that rolls along the ground, damaging and crippling foes along the way.
3. Gruesome Toss
Throw an axe that damages and applies more bleed the closer the berserker is to the target.
Warhorn – Off-Hand
4. Deafening Shout
Damages and confuses foes in a cone, also confuses the berserker.
5. Bloody Roar
The berserker begins bleeding, but gains fury, might, and swiftness.
Torch – Off-Hand
4. Torch Smack
The Berserker delivers a heavy blow with the torch, burning foes hit and releasing a cloud of ash which blinds nearby foes.
5. Burning Fury
The berserker lights himself on fire, inflicting burning to the berserker, as well as the foes hit by its next 3 attacks.
Hammer – Two-Handed
1. Crash > Break
Auto-Attack, second blow inflicts vulnerability.
2. Path-Finder
Charge forward damaging foes and knocking them down along the way. Berserker takes damage for each foe hit.
3. Lift
Damage and launch a foe.
4. Caber-Toss
The Berserker spins and tosses his hammer forward, damaging and knocking down up to 2 foes in a path. The berserker gains confusion.
5. Crack
The berserker smashes a small fissure into the ground, which knocks down foes who try to cross it. (Acts like other wall skills.)
Rifle – Two-Handed
1. Heavy Shot
Auto-Attack. Fire a shot which cripples foes for a short time.
2. Extra-Powder Shot
Fires a damaging shot which penetrates foes and creates an explosion at the berserkers location which damages both the berserker and nearby enemies.
3. Rock-Salt
Fires a blast of rock-salt at foes in a cone, inflicting damage and weakness.
4. Burning Shot
Fire a shot which damages and burns a foe, setting the berserker on fire as well.
5. Street-Sweeper
Rapidly fires several damaging shots in a cone in front of the berserker.
Downed State Skills:
Bellow – (Channel) The berserker roars fiercely at a foe, damaging and
crippling them.
Lunge – The berserker makes a desperate leap at target foe, damaging them
and knocking them down.
Ground Pound – The berserker rams an angry fist into the ground, damaging and
dazing nearby foes.
Drowning State Skills:
Low Blow – A swift kick below the belt.
Boil Over – The berserker’s fury boils the water around him for the next few seconds
damaging and blinding nearby foes.
Spike – The berzerker pounds his foe deeper into the depths with a damaging blow.
Information on combo-fields and specific traits pending! Any and all feed-back is welcome!
(edited by LuckyThirteen.4576)
A Bold New Idea: The Berserker - Master of Rage!
in Suggestions
Posted by: Nels the Cornwhisperer.8025
Absolutely not. Absolutely terrible ideas. It won’t let me put all the reasons, so I’ll give you a short list why:
Healing Skills:
Building Momentum: Because 100% critical chance is easy to get, this is broken.
Gain health at 1 tick per second for 10 seconds.
Gain additional health for every critical strike scored during.
Rub Some Dirt In It: Absolutely not, because low health is supposed to be bad, not good.
Heal an amount of health which increases significantly as the
current health total decreases.
Thrilling Signet: Absolutely not. Just one of the worst ideas ever.
P: Gain health whenever you receive any damage. (Healing not
proportional to damage, could be more, could be less.)
A: Gain Health for every foe around you (Max of about 3)
Utility Skills:
Dares:
Dirtiest Trick: Because double length conditions are needed in PvE and not overpowered in PvP?
The next 3 conditions applied to target foe last twice as long.
Strongest Will (Ground Targeted): Really, because you need more?
The next healing skill used by allies in target area heal for 33% more.
Most Fearless (Ground Targeted): Stack abunch of enemies, and take them down with 25 stacks of might on your uber-tank? Exploitable with other skills.
For the next 15 seconds, allies gain might for each different foe attacked within the targeted area.
Least Mercy: Vulnerability for four attacks? Why?
Next 4 attacks on target foe each apply vulnerability. (Stack)
Grudges:
Cowards: Instantly makes you immune to all ranged attackers. Yeah, no.
For 10 Seconds, the berserker cannot be healed, and the max effective range of all attacks targeted at the berserker is 600. (E.G. A rifle couldn’t hit the serker unless he’s within at least 600 units.)
Snakes: On top of your already stupidly powerful healing? No.
For the next 10 seconds, the berserker gains health whenever he loses a condition.
Thugs: Absolutely terrible idea because it can easily be exploited into uber-tanking.
Take double damage from conditions for the next 10 seconds, no single attack can do more than 10% of your total health in damage during this time.
Gamblers: Absolutely terrible. Stacking power because you’re tanking against a thief who can’t ever really damage you due to your huge damage reduction and healing?
The berserker’s critical hit chance becomes 0% for the next 10 seconds. During this time the berserker gains might and protection for every critical attack it receives.
Signets:
Brawler’s Signet: Stability 1/3 of the time, or just an auto-interupt... not bad, but not on this already overpowered profession.
P: Gain 3 Seconds of stability every 9 seconds.
A: Next attack causes knockdown.
Boiling Signet: Nobody needs a lower weapon switch time, especially not your already overpowered profession.
P: Decrease weapon switch cooldown time.
A: Gain Quickness for 3 Seconds.
Numb Signet: Reduced incoming damage, when you heal whenever you take damage... no.
P: Reduces incoming damage.
A: Remove a condition. Remove 2 additional conditions if below 50% Health.
Lively Signet: Bad idea. Instant recharge to any skill is a kick in the mouth, especially when so many can be exploited.
P: Increases Vitality
A: Recharges all rage skills.
Threats:
I’ll do it myself!:
The berserker emits an aura which gives foes vulnerability and revives allies. Revives? Seriously, just an AoE revive?
I’m coming for you!:
The berserker emits an aura which gives swiftness to allies and cripples foes. Again, bad.
I will break you!:
The berserker emits an aura which gives allies might and weakness to foes. Weakness is an incredibly harmful condition in PvP. This is bad.
You’re nothing!:
The berserker emits an aura which takes buffs from foes and conditions from allies. Yeah, no. Strips boons from foes and conditions from allies, not bad, but on this already stupidly overpowered profession....
Outbursts:
Reckless Charge:
The berserker rushes to target foe and attacks. The attack does more damage to both the target and the berserker the further the berserker travels. So you close in on a ranger at maximum range and spike him hard because he was at the required range to damage with a Longbow.... Bad.
Desperate Strike:
The berserker performs an attack that does more damage the less health the berserker has. When you can use this after becoming invincible at low health, then heal yourself up.... Bad.
Tackle:
The berserker throws himself a short distance to target foe, damaging the foe and dealing cripple to both them and the berserker. A horrible idea... your closer cripples you.
Headbutt:
The berserker strikes at a target foe with his head, damaging them and knocking them down. Gives confusion to the berserker. A knockdown with a huge drawback of punishing you for every attack you make afterwards?
So shines a good deed in a naughty world.
- William Shakespear