the brawler/berserker
chaoticmadness
has spiked gauntlets and boots snd helm and/or armor and runs into, punches, and kicks enemies not sure about how to implement armor since warriors are supposed to be tanks but it would be cool to have armor than buy spikes for it as your weapon any thoughts?
chaoticmadness
attributes : Sharpen spikes (primary) Increases chance to land a critical while using armor spikes to do damage to target foe(s).
Rage : Increases adrenaline gain 5% per level each time adrenaline is gained also increases effectiveness of skils under this attribute (maybe a tad bit overpowered not sure though)
Endurance : Increases health by 2.5? each level in this attribute and lengthens time before adrenaline expires also increases effectiveness of skills under this attribute
Spike Mastery : Increases damage done with armor spikes and increases effectiveness of skills under this attribute
Rage : Increases adrenaline gain 5% per level each time adrenaline is gained also increases effectiveness of skils under this attribute (maybe a tad bit overpowered not sure though)
Endurance : Increases health by 2.5? each level in this attribute and lengthens time before adrenaline expires also increases effectiveness of skills under this attribute
Spike Mastery : Increases damage done with armor spikes and increases effectiveness of skills under this attribute
chaoticmadness
Skills : Blood Lust (spike mastery) Lose all adrenaline hit taret foe for +25 damage and inflict bleeding for 5....18 seconds
Counter crush elite) the next time you are targeted by a melee attack sidestep/evade/block it and attack for +4....15 damage (auto attack 1/4 after enemy attacks) (spike mastery)
inhuman resistance : For the next 4....16 seconds you take half damage and your armor raises by 15 ( endurance) (elite)
Counter crush elite) the next time you are targeted by a melee attack sidestep/evade/block it and attack for +4....15 damage (auto attack 1/4 after enemy attacks) (spike mastery)
inhuman resistance : For the next 4....16 seconds you take half damage and your armor raises by 15 ( endurance) (elite)
actionjack
GutBusters are Cool..
Self Intoxication:
For T seconds, you are immue to Posion and Disease, and gain X% more in attack, but have Y% more chance to miss.
Self Intoxication:
For T seconds, you are immue to Posion and Disease, and gain X% more in attack, but have Y% more chance to miss.
draxynnic
Inventory-wise, you'd probably manage the spikes by having a 'spike harness' that acts as the weapon as far as the game is concerned. Graphics-wise, it'd probably only cover the hands, with the rest of the spikes an integral part of the profession's armour whether they're actually using said spikes to fight or not. This way, you don't have the problem of figuring out how the harness is going to mesh with every existing set of armour out there. (I'm trying to imagine a spiked Female Luxon Elementalist or a spiked Female Courtly Mesmer, and it's just looking silly). In order to allow secondary profession to look the part, you'd look to introduce spiked armour sets for the other professions in the same chapter as you introduce this profession.
That said, the primary attribute could be seen as taking into account that primary Gutbusters are better at it due to having the armour spikes all over instead of just on the hands - and any skills that rely on the armour spikes such as the 'jump on and wriggle' thing (If target touched foe is knocked down, target foe takes X damage and is knocked down for an additional 3 seconds. You are knocked down) can be placed in this attribute.
That said, the primary attribute could be seen as taking into account that primary Gutbusters are better at it due to having the armour spikes all over instead of just on the hands - and any skills that rely on the armour spikes such as the 'jump on and wriggle' thing (If target touched foe is knocked down, target foe takes X damage and is knocked down for an additional 3 seconds. You are knocked down) can be placed in this attribute.
chaoticmadness
Quote:
Originally Posted by draxynnic
Inventory-wise, you'd probably manage the spikes by having a 'spike harness' that acts as the weapon as far as the game is concerned. Graphics-wise, it'd probably only cover the hands, with the rest of the spikes an integral part of the profession's armour whether they're actually using said spikes to fight or not. This way, you don't have the problem of figuring out how the harness is going to mesh with every existing set of armour out there. (I'm trying to imagine a spiked Female Luxon Elementalist or a spiked Female Courtly Mesmer, and it's just looking silly). In order to allow secondary profession to look the part, you'd look to introduce spiked armour sets for the other professions in the same chapter as you introduce this profession.
That said, the primary attribute could be seen as taking into account that primary Gutbusters are better at it due to having the armour spikes all over instead of just on the hands - and any skills that rely on the armour spikes such as the 'jump on and wriggle' thing (If target touched foe is knocked down, target foe takes X damage and is knocked down for an additional 3 seconds. You are knocked down) can be placed in this attribute. |
No other class would be able to use spikes it just wouldnt work. thats why i suggested making it a sub-class
[KotL]Mjolnir
Berserkers where actually naked in real life... doesn't really add anything to the thread but hey its true
BahamutKaiser
A heavy armored Seige unit was usually Cavalry, add this to a mounted knight and you have some originality from Warrior.