Beserker 1.1

trebes

Ascalonian Squire

Join Date: Feb 2006

Beastin Mugs (BM)

W/Mo

if anyone asks, i don't play anything besides guild wars and a few are RTS's

Berserker 3.5

Description: A warrior with class with strong ties to nature. They draw they're power from the animal pelts they wear into battle. Know for their feral brutality in battle and their knowledge of natural remedies. They can help treat allies with multiple herbs and mixtures while dealing damage with great weapons or even their own bare hands. Their most dangerous trait is their natural born Bloody Frenzy in battle. While in this frenzied state they are near unstoppable in combat but lose nearly all ration reasoning.

General Stuff:
-Armor
Their armor should be low, I say 55 max. Their armor types are;
Head-Headbands(ex: Berserker's headband +1 BF, Warriors headband +1 GWM, Animalists Headband +1 Claw Mastery)
Chest-animal pelts (ex: Snow wolf pelt 55 al, +20 against cold damage, Bear pelt 55 al, +20 against earth damage, Drake pelt 55 al, +20 against lighting damage)
Arms-gauntlets (ex: Berserker's gauntlets 55 al, +1 damage, -15 health, Bear gauntlets 55 al, +1 second to knockdown time, -5% attack speed)
Legs-kilts (ex: Berserker's kilt 55 al, +2 damage, -30 health, Bear skin kilt 55 al, +10% damage, -10% attack speed)
Feet-boots (ex: Berserker's boots 55 al +1 damage -15 health, Bear skin boots 55 al +5% damage -5% attack speed)
Their leggings should give them +5 energy.

Fatigue-While fatigued, a character's maximum health is reduced. Whenever a spell/skill causing fatigue is cast, the caster loses 20 maximum health. The amount of maximum health lost is shown at the right end of the health bar as grayed out. Maximum health lost to fatigue will be restored at a rate of 1 point every 3 seconds.



-Stats
They have 20 base energy, 25 with their leggings, and 2 pips of energy regeneration
They have the same with base health as others but with the endurance attribute it can go up to 600(12 points in endurance)

-Weapons
They have 2 weapon types
-Great Weapons: This includes Great Axes and Great Swords They should deal more damage than hammers but have a slower attack speed, I say somewhere around 2 seconds and 25-45 for their attack speed and damage
-Claws: These should deal the same damage as swords but have a slightly slower attack speed they are also 2-handed

Attributes
-Endurance(primary attribute)
For each point in Endurance your health is increase by 10. Most Endurance skill help manage your health.

Skills (5)
-Rest: 5e, 120r. stance
For 6-12 seconds you are resting. While resting you cannot attack, move, or use skills. Rest ends if you take damage. During rest you gain 4-8 health regeneration and 1-2 energy regeneration. When rest ends, you are cured of all conditions, fatigue and exhaustion.(this does not apply if ended prematurely)

-Exposure: 10e, 60r. skill
For 8-12 seconds you have +10-30% maximum health and +12-24 armor against elemental damage.

-Conserve Strength: 10e, 50r. skill
For 4-16 seconds you deal 25-15% less melee damage. When Conserve Strength ends, you are cured of all fatigued and gain 30-60 health.

-Endure: [Elite] 7a, 60r. skill
For 3-6 seconds, you cannot go below 1 health.

-Pace Yourself: 10e, 40r. skill
For 4-16 seconds you move 10-5% slower, and your movement speed cannot be increased. After 4-16 seconds, you move 5-10% faster and your movement speed cannot be decreased.
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-Bloody Frenzy
For each point in BF you increase your BF skills. Most skills in BF are related to increase abilities when you health is low. Also when your health drops below 15% all you melee attacks have 5% armor penetration.

Skills (13)
-Bloody Frenzy: [Elite] 20e, 120s. Skill
For 10-60 seconds your attack speed is increase by 0-25% and all of your skills are disabled for 65 seconds.

-Feral Sense: 10e, 90s. Stance
For 10-30 seconds you move 15% faster and all of you melee attacks and skills cannot be blocked or evaded

-Wolf Howl: 6a. Shout
For 1-6 seconds near bye foes suffer from -10 al and near bye allies move 10% faster

-Berserker's Strike: [Elite] 7a. melee attack
If your health is below 66% this attack deals 1-25 more damage, if your health is below 50% you also gain 1-3 strikes of adrenaline, if your health is below 33% this attack results in a critical hit.

-Predatory Focus: 5e, 10s. skill
Your next attack results in a critical hit.

-Berserker's Influence: [Elite] 10e, 50s. skill
If target others ally health is below 66% they gain +0-1 energy regeneration, if their health is below 50% they attack 1-6% faster, if this health is below 33% they deal +1-12% more damage for 1-12 seconds.

-Berserker's Cry: [Elite] 15e, 60s. shout
If near bye allies health is below 66%, if they are wielding a melee weapon, they attack 25% faster. If their health is below 50% they also move 25% faster. If their health is below 33% they also gain double adrenaline for 1-12 seconds.

-Blood Scent: 5e, 15s. skill
For 1-12 seconds if you attack a target who is bleeding, your attacks cannot be blocked or evaded.

-Bloodbath: [Elite] 10e, 50s. skill
Sacrifice 50-33% maximum health. For 1-12 seconds you attack 33% faster, have a 2-12% chance to deal a critical hit, and gain double adrenaline. You receive 75-50% less from healing. When Bloodbath ends, you are fatigue.

-Death grip: [Elite] 8a, 60s. skill
If you are above 10% health, Death grip does nothing. You and target touched foe are immobilized for 3-6 second and both of your skills are disabled for 3-6 seconds.

-Shattering Roar: [Elite] 6a, 10r. shout
All near bye enemies lose 1 enchantment. All near bye allies lose 1 hex.

-Primal Roar: 4a, 5r. shout
Near bye allies's melee attacks deal +1-3 damage for 3-6 seconds.

-Deafening Roar: 5e, 15r. shout
All near bye enemies and allies cannot be affected by shouts and chants for 6-12 seconds.
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-Great Weapon Mastery: For each point in GWM you increase you chance of a critical hit with a great weapon. Increase GWM skills.

Skills (20)
-Wide Swing: 5e, 9s. GW attack
Strike target and adjacent foes for 1-12 more damage.

-Disembowel: 7a. GW attack
If this attack hits it deals +3-15 damage and inflicts a deep wound for 1-12 seconds

-Impale: 5a. GW attack
If this attacks hits that target for suffers from bleeding for 1-24 seconds

-Thrust: 8a. GW attack
If this attack hits a bleeding foe, you deal +3-15 damage and they suffer weakness for 1-12 seconds

-Overhead Strike: 8a. GW Attack
If this attack hits it deals +1-25 damage and knocks down that foe. Overhead strike cannot be blocked, Overhead Strike is easily avoided.

-Whirling Strike: 5e, 9s. GW Attack
All adjacent foes are stuck for 1-6 more damage. If your health is below 33%, those foes actions are interrupted.

-Dragon's Breath: 10e, 10s. GW Attack
If this attack hits you deal 1-15 more damage and deal 1-30 fire damage.

-Dragon's Tail: 10e, 10s. GW Attack
If this attack hits you deal 1-30 more damage and if your attacks hits a moving target, they are knock down for 1-3 seconds.

-Storm Strike: 10e, 15s. GW Attack
If this attack hits you deal 1-20 damage and 1-40 lighting damage. If you have less than 50% health this attack has 25% armor penetration. This attack causes fatigue.

-Avalanche Blow: [Elite] 15e, 30s. GW Attack
If this attack hits you deal 1-20 damage and 1-30 cold damage and your target is knock down. If your health is below 50% you deal an additional 1-20 damage. This attack cause fatigue

-Achilles Tendon: 10e, 20s. GW Attack
If this attack hits, your target is cripple for 1-12 seconds. If your health is below 50%, you deal 1-6 more damage.

-Death Dealer Strike: [Elite] 10a. GW Attack
If this attack hits you deal 1-20 damage for each condition suffered from Target foe. This attack causes fatigue.

-Golem's Fist: 10e, 25s. GW attack
If this attack hits you deal +3-15 damage and 1-20 earth damage. If your health is below 50% all adjacent foes are struck for 20-40 earth damage. This attack cause fatigue.

-Rising Strike: 7a. GW attack
If this attack hits you deal +1-12 damage. If your health is below 50%, your target is knockdown.

-Falling Blade: [Elite] 10a. GW attack
Falling Blade takes 2 seconds to strike. If this attack hits you deal +2-24 damage. If your health is below 50%, your target is knockdown. If Falling Blade strikes a knock downed foe, they suffer from deep wound for 1-12 seconds.

-Whistling Swing: 5e, 30r. GW attack
This attack deals no damage. You swing your blade so fast it creates a loud, high pitch noise. Target foe cannot be affected by shouts, chants, or echoes for 8-14 seconds.

-Brutal Charge: 5a, 40r. stance
For 4-8 seconds, you move 33% faster. Your next melee attack will knock down your target. If you are under 33% health, your next melee attack will also be a critical hit.

-Whirling Charge: 10e, 50r. stance
For 4-8 seconds, you whirl your great weapon around you. You move 25-10% slower and have a 25-75% chance to block incoming attacks. If your health is under 50%, adjacent foes will take 6-12 damage every second that this stance is active.

-Golem's Stance: 10e, 60r. stance
Sacrifice 15% of your total health. For 1-12 seconds you have +6-24 armor and your weapon deals earth damage. When Golem's stance ends, adjacent enemies take 24-84 earth damage and you are fatigued.

-Dragon's Stance: 10e, 60r. stance
Sacrifice 15% of your total health. For 1-12 seconds you attack 25% faster and your weapon deals fire damage. When Dragon's Stance ends, adjacent enemies are set on fire for 1-4 seconds and you are fatigued.
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-Claw Mastery: For each point in Claw mastery you increase your chance of a critical hit with claw weapons. Increases claw mastery skills.

Skills (17)
-Rend: 5a. claw attack
If this attack hits you deal +1-12 damage and target foe begins bleeding for 1-12 seconds.

-Bear claw: (3a * Y). claw attack
If this attack hits your target is knock down for a random time between 0..1 and 3..4 seconds.
Y= the last knockdown time

-Maim: [Elite] 6a. claw attack
If this attack hits you strike for 1-30 more damage and your target begins bleeding for 1-24 seconds.

-Feral Swipe: 10e, 20s. claw attack
If this attack hits target foe is interrupted and if they where attacking they are knock down.

-Dragon Claw: 5e, 10s. claw attack
If this attack hits you deal 1-10 damage and deal 1-15 fire damage.

-Brutal Assault: [Elite] 10e, 40s. claw attack
Strike target foe 1-6 times, these attacks have a 50-25% chance to miss and a 1-12% to be a critical hit.

-Rake: 7a. claw attack
If this attack hits a foe suffering from bleeding you deal +2-24 damage and they suffer from a deep wound for 1-12 seconds.

-Slash: 8a. claw attack
If this attack hits a foe suffering from a condition and their health is above 50% you deal +3-36 damage.

-Poison Claw: 10e, 25s. claw attack
If this attack hits your target you deal +1-24 damage and they suffer form poison for 1-12 seconds.

-Enraged Slash: [Elite] 10a. claw attack
If this attack hits you deal 10 more damage for each fully charged adrenaline attack. Lose all adrenaline. If your health is below 33%, you lose no adrenaline.

-Furious Strikes: 15e, 45s. claw attack
Strike target foe 2-8 times. These attacks deal 50-25% less damage but you gain double adrenaline.

-Melendru's Fury:[Elite] 15e, 60r. claw attack
Strike target foe 2-6 times. For each attack that hits, your target loses one enchantment. For each enchantment lost this way, they take 6-12 damage.

-Throat Slash: 7a. claw attack
If this attack hits you deal +6-12 damage and target foe cannot cast shouts or chants for 8-14 seconds.

-Wolf's Leap:[Elite] 10a. claw attack
You dive at target foe. If this attacks hits you deal +1-25 damage and inflict deep wound for 6-12 seconds. Both you and your target are knocked down. If your health is below 50% only your target is knocked down.

-Wolf's Stance: 10e, 70r. stance
For 3-12 seconds you attack 25% faster and your attacks cannot be blocked or dodged.

-Bear's Stance: 10e, 70r. stance
For 3-12 seconds you attack for 25% slower but your attacks will always result in a critical hit.

-Melendru's Rage: [Elite} 10e, 60r. stance
For 3-12 seconds your attacks cannot be blocked or dodged. Whenever you successfully hit an enemy, they lose one enchantment. If you remove an enchantment this way, you gain 5-20 health.
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Theme: I want the berserker to be very Celtic in his looks. I kinda think of him as a melee ranger, but whatever.

I'm not very good with builds, so i would rather the community does them.

Its been forever since i last looked at this, Ive added some new things, nothing spectacular, but still new.
Criticism is not only wanted but encouraged.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Good Job.. lot better than the one you had before.

I would still say keep the great weapon type more simple... take out the lance, keep the 2-hand sword and 2-hand axe, and make its skill universal.

NR need something more than healing to make it not another W/M. maybe some touch buff type of skill.

Overall, very nicely done. Still not good as mine, but good enough
(just kidding of couse)

Quid Pro Quo

Quid Pro Quo

Wilds Pathfinder

Join Date: Jul 2005

I don't think beserkers should be barbarians only. I think beserkers should wear little armor but not nessecarly animal pelts. I think beserkers whould wear torn up garmets like this: http://facezero.com.ne.kr/ddd.jpg or if animal pelts maybe somthing like this http://img98.imageshack.us/img98/192...anmodel6oq.jpg

Just my opinion.

trebes

Ascalonian Squire

Join Date: Feb 2006

Beastin Mugs (BM)

W/Mo

i wish more ppl would see this

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

60 seconds of an attack speed boost that exceeds the games maximum? Thats the first skill you have listed....

Im sorry but since you failed from the first skill Im sending you back to the drawing board.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

I think its a wee bit over powered.

fiery

fiery

Banned

Join Date: Oct 2005

maryland

InYurFace Gaming [IYF]

R/

A berserker with nature, thought berserkers were like barbarians with relentless attacks, to me sounds more like a druid.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Quote:
-Double Fisted Strike, 8 an, claw attack
If this attack hits you deal +1-30 damage and your target is knock downed.
For some reasons.. this had me giggle like a school girl....

trebes

Ascalonian Squire

Join Date: Feb 2006

Beastin Mugs (BM)

W/Mo

more skills added

Ken Dei

Wilds Pathfinder

Join Date: Jan 2006

W/Mo

It's a very good concept (Read the 1.5 version)

High health, very low defense.

My only problem is that the skills are somewhat overpowered. Except the Natural Remedies, great effects, and the high recharge balences nicely.

Something that caught my eye was Bloody Frenzy. What I REALLY liked about it was it only got better if you were hurt. Frankly, modifying the skills to function more in that manner would be a good balencing agent for them.

For example:

Take Storm Strike:

Current:
-Storm Stike, 10 en, 15 sec re, GW Attack
If this attack hits you deal 1-30 damage and 1-60 lighting damage. This attack has 25% armor penatration.

Modified:
-Storm Stike, 10 en, 15 sec re, GW Attack
If this attack hits you deal 1-45 lighting damage. If your health is below 33%, this attack has 25% armor penatration. If your health is below 50% you deal an extra 1-15 damage.

Just a suggestion. Otherwise, my only real suggestion is make builds with the good number of skills you made. And then try to kill a copy of your class using those skills. Then rebalence them. ^_^ Good luck, and don't lose faith. People who create concept classes rarely get attention from people other then other class makers.

thor hammerbane

thor hammerbane

Forge Runner

Join Date: Jun 2005

Dark Side of the Moon

Fat Kids Are Hard To Kid[nap]

Quote:
Originally Posted by Mandy Memory
60 seconds of an attack speed boost that exceeds the games maximum? Thats the first skill you have listed....

Im sorry but since you failed from the first skill Im sending you back to the drawing board.

In factions you don't know what the game's maximum will be. I read most of it over, and i think 80%+ of that is good, or on the right track. Give the guy some credit..

Mercury Angel

Mercury Angel

Avatar of Gwen

Join Date: Apr 2005

Wandering my own road.

Quote:
Originally Posted by Ken Dei
Just a suggestion. Otherwise, my only real suggestion is make builds with the good number of skills you made. And then try to kill a copy of your class using those skills. Then rebalence them. ^_^ Good luck, and don't lose faith. People who create concept classes rarely get attention from people other then other class makers.
Even then, you used to, at least, not get all that much feedback x_X

You know what's funny? The way prevailing themes seem to come up again among different people who've never seen each other's work. I've had a Berserker concept class in the makes for a while now, I just put it on hold, and the Blood Frenzy idea of getting a bigger boost while your health is reduced was the foundation of one of my skills. It's a nifty idea.

Since it's still on hold, here're some of my more interesting Berserker skill concepts:

Blood Frenzy {E} - 5 en, 20 recharge
Elite Stance
For the next 5+(3X/4) seconds, you are in a Blood Frenzy, and move 25% faster when bleeding, attack 25% faster when you have less than half health, and gain 20% additional adrenaline when striking a bleeding foe.

Scent of Blood - 10 en, 30 recharge
Skill
For the next 5+(X) seconds, your attacks in melee can not be evaded by bleeding foes.

Enraged Strike - 8 A
Melee Attack
Strike target foe for 5+(X) additional damage, and an extra 1+(X/2) for each fully charged adrenal attack skill you have. Lose all adrenaline.

In any case, I like a lot of the ideas. A little tweaking couldn't hurt, but that probably goes without saying, considering even the official GW game still undergoes skill tweaking.

Ken Dei

Wilds Pathfinder

Join Date: Jan 2006

W/Mo

That's because a Beserker Class is a very identifiable class. It's an archetype. Therefore, lots of people have seen it in different forms and would like to emulate a version within the constraints of the new setting.

These classes aren't any less worthy of attention, nor do they lack creativity. Infact, because they are easily identifiable, people respond to them better then to a class that's totally different.

However, as stated, you run the risk of emulating a version much like someone elses. This of course could have a good effect if those people work together. ^_^ I'm very encouraged by this burst of creativity concerning new classes. I think the 90+ Skill Suggestions Thread gave us thinkers a swift kick in the tail end.

Tyrent Frath

Krytan Explorer

Join Date: May 2005

[ECTO]

Mo/W

the skill "blood frenzy" *might* be overpowered when you have an enchant such as strength of honor on, or maybe the conjures.

i actually like the class idea, just again, rebalance, rebalance, rebalance

trebes

Ascalonian Squire

Join Date: Feb 2006

Beastin Mugs (BM)

W/Mo

builds added

trebes

Ascalonian Squire

Join Date: Feb 2006

Beastin Mugs (BM)

W/Mo

bumpage

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

I admit, the idea is good...perhaps not original at all, but it could be implemented.

The idea of more health should be linked to primary attribute, like energy storage. That way it wont throw off the game mechanics of leveling up. (And it would get rid of the IAS...)

Also the nature part is good, except for the toe-stepping-on of monks and rangers. Stick to the cool ideas.

Most of the skills are completely unbalanced.
ie
-Wide Swing, 5 en, re 4 sec, Melee attack
Strike target and ajescent foes for 40-80 damage
[email protected] does ~100 armor ignoring damage to target and "ajescent" because it is untyped and not a +X which would still be armor ignoring

-Bloody Frenzy, Elite, 20 en, re 120 sec, Stance
For 10-60 seconds your attack speed is increase by 0-33% and you cannot use skills.
~It disables all your skills for ~80 seconds and caps out very early due to the inherent bonus of the attribute. It is also very easily removed with wildblow therefore making you completely useless for ~80 seconds.

These are 2 skills, I will go through all of them if you want.


Great idea on the skills like:
-Beserkes Strike, Elite, 7 an melee attack
If your health is below 66% this attack deals 1-30 more damage, if your health is below 50% you also gain 1-3 stikes of andrenaline, if your health is below 33% this attack results in a critical hit and cannot be blocked or evaded.
~cant tell if its supozed to be en or a though. I demand more stuff like this!


Why dont you try fixing things instead of double posting and bumping.

trebes

Ascalonian Squire

Join Date: Feb 2006

Beastin Mugs (BM)

W/Mo

These are 2 skills, I will go through all of them if you want.

that would be appreciated.

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

Berserker 1.7

Description: A warrior with class with strong ties to nature. They draw they're power from the animal pelts they wear into battle. Know for their feral brutality in battle and their knowledge of natural remedies. They can help treat allies with multiple herbs and mixtures while dealing damage with great weapons or even their own bare hands. Their most dangerous trait is their natural born Bloody Frenzy in battle. While in this frenzied state they are near unstoppable in combat but lose nearly all ration reasoning.


|V| With this will come a new condition like exhaustion…but with health. I called it moose for lack of a better idea. I added this because with I thought it would be more controllable for the class, and it would not lower your max health…therefore easing the ability to reach and maintain these “lower than X% health.” There should probably be ways to self inflict it as a drawback of some skill, much like exhaustion, which can sometimes help you if you have 0 en regen. [ctrl f moose might help you if you come up with a better name] |V|

General Stuff:
-Armor
Their armor should be low, I say 55 max. Their armor types are;
Head-Headbands
Chest-animal pelts
Arms-gauntlets/tattoos
Legs-kilts
Feet-boots/tattoos
Their chest armor would grant them resistance to elemental damage.
ex: Snow Wolf pelt, 55 al, +15 al against cold damage
Their leggings should give them +5 energy. (I guess animal pelts aren’t required, the armor could be different but not much.)

-Stats
They have 20 base energy, and 2 pips of energy regeneration
[removed and replaced with the following, which will result in 660 max health @ 12 or 720 max health @16]
|V| They will gain 15 max health per point in Bloody Frenzy [wow that’s a bad name, but so be it] |V|

-Weapons
They have 2 weapon types

-Great Weapons: This includes Great Axes and Great Swords They should deal more damage than hammers but have a slower attack speed, I say somewhere around 2 seconds and 25-45 for their attack speed and damage

-Claws: These should deal the same damage as swords but have a slightly slower attack speed they are also 2-handed


Attributes
-Bloody Frenzy(primary attribute)
For each point in BF your health is increase by 15. When your health drops below 66%, you gain +0…1 energy regeneration. When your health drops below 50%, your adrenaline builds 5…17% faster. When your health drops below 33%, your melee attacks deal 1-25% more damage.
|V| changed a few numbers and the second skill |V|

Skills
-Blood Frenzy, Elite, 20 en, re 60 sec, Shout
For 5-25 seconds, all allies wielding melee weapons who are under 50…80% health affected by this shout attack 0-25% faster and all are unable to use skills for the duration. This skill has a 50% chance of failure with BF < 6 and ends instantly on characters not wielding a melee weapon or who change equipment to where they are no longer wielding a melee weapon.
|V|redone|V|

-Feral Sense, 10 en, re 90 sec, Stance
For 10-30 seconds you move 25% faster and all of you melee attacks and skills cannot be blocked/evaded
|V| pick one, both is overpowered|V|

-Wolf Howl, 6a, Shout
For 1-6 seconds nearby foes suffer from -20% al and nearby allies move 25% faster if they are under 25…75% health.
|V| edited some numbers to keep this from being an aoe weaken armor|V|

-Berserker's Strike, Elite, 7a melee attack
If your health is below 66% this attack deals +1-30 damage, if your health is below 50% you also gain 1-3 strikes of adrenaline, if your health is below 33% this attack results in a critical hit, if your health is below 25% this attack cannot be blocked or evaded.
|V| added a 4th rank as the 33% was doing a lot, if you don’t like this…remove the critical hit part |V|

-Predatory Focus, 5 en, 15 sec rec, skill
Your next attack results in a critical hit and it deals +3-15 damage.

-Berserker’s Influence, Elite, 10 en, re 50 sec, skill
If target others ally health is below 66% they gain +0…1 energy rengeration, if their health is below 50% they inflict 1…5 moose on hit/cast, if this health is below 33% they deal +1-12% more damage for 1-36 seconds.
|V| buffed it a bit |V|

-Berserker's Cry, Elite, 15 en, re 30 sec, shout
If your health is below 66%, nearby allies move 25% faster, if your health is below 50%, they also gain +10-30 armor, if your health is below 33% they also gain +1-3 health regeneration and +1-2 energy regeneration for 1-12 seconds.
|V| lowered the energy regen, 4 e-regen is quite a bit for a shout. |V|
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-Great Weapon Mastery: For each point in GWM you increase your damage and your chance of a critical hit with a great weapon. Increase GWM skills.

Skills
-Wide Swing, 5 en, re 9 sec, GW attack
Strike target and up to 1…4 adjacent foes for +6-12 damage.
|V| upped recharge and did a little work, changed to GW attack |V|

-Disembowel, 7a, GW attack
If this attack hits it deals +3-15 damage and inflicts a deep wound for 1-24 seconds

-Impale, 5a, GW attack
If this attacks hits that target for suffers from bleeding for 1-24 seconds

-Thrust, 6a, GW attack
If this attack hits a foe that for suffers from weakness for 1-24 seconds

-Overhead Strike, 8a, GW Attack
If this attack hits it deals +1-25 damage and if you are below 80% health it knocks down that foe and they suffer from 10…75 moose. Overhead strike cannot be blocked.
|V| I thought this tied in with the idea of the class. He gets more brutal as his health falls |V|

-Whirling Strike, 5 en, 4 sec re, GW Attack
All adjacent foes are knocked down and suffer from 5…50 moose. This attack does 1-13 blunt damage.
|V| changed it from a repeat of wide swing|V|

-Dragon's Breath, 5 en, 10 sec re, GW Attack
If this attack hits you deal +1-25 damage and your attack does fire damage. If you are below 50% health foe takes an additional 1-30 fire damage.
|V| I made the fire damage conditional, perhaps a little too conditional |V|


-Dragon's Tail, 5 en, 10 sec re, GW Attack
If you are below 75% health, you deal +1-30 damage. If your attack hits a moving target, they shadow step to a random nearby location.
|V| this was just bull’s …I changed it |V|

-Storm Strike, 10 en, 15 sec re, GW Attack
If this attack hits you deal +1-15 damage. If you suffer from a condition you deal +1-45 lighting damage instead. This attack has 20% armor penetration.
|V| changed this to where it does 2 different things, not more stuff with lower health |V|

-Avalanche Blow, Elite, 15 en, 30 sec re, GW Attack
If this attack hits you deal 1-60 piercing damage and 1-60 cold damage. Your target is knocked down.
|V||V|

-Achilles Tendon, 10 en, 8 sec re, GW Attack
If this attack hits, your target is crippled for 1-12 seconds

-Death Dealer Strike, Elite, 9a, GW Attack
If this attack hits you deal +1-10 damage for each condition suffered from target foe.

|V| considering you can inflict about 5 conditions yourself… |V|
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-Claw Mastery: For each point in Claw mastery you increase your damage and chance of critical hit with claw weapons. Increases claw mastery skills.

Skills
-Rend, 5a, claw attack
If this attack hits you deal +1-12 damage and target foe begins bleeding for 1-12 seconds.

-Bear claw, (3a * Y), claw attack
If this attack hits your target is knock down for a random time between 0..1 and 3..4 seconds.
|V| If you are going to make a plain skill, make it exciting. Y= the last knockdown time |V|

-Maim, Elite, 6a, claw attack
If this attack hits you strike for 9-45 more damage and your target begins bleeding for 1-24 seconds

-Feral lunge, 10 en, claw attack
If this attack hits target foe is interrupted and is knock down
|V| There is already a skill called Feral lunge. And I’m too lazy to check, but I believe it almost does the same thing |V|

-Dragon Claw, 5 en, 10 sec re, claw attack
If this attack hits you deal 1-10 damage and deal 1-15 fire damage.
|V| make it the same as the GW one with different numbers |V|

-Brutal Assault, Elite, 10 en, 40 sec re, claw attack
Strike target foe 1-6 times, these attacks have a 50-25% chance to miss and a +1-12% to be a critical hit.
|V| lowered the effectiveness as ~10 hits at a -10% chance to miss is a bit excessive |V|

-Rake, 7a, claw attack
If this attack hits a foe suffering from bleeding you deal +2-24 damage and they suffer from a deep wound for 1-12 seconds.

-Slash, 8a, claw attack
If this attack hits a foe suffering from a condition who is above 50% health, you deal +3-36 damage.
|V| This was a brutal killstrike… |V|

-Poison Claw, 10 en, claw attack
If this attack hits your target you deal +1-24 damage and they suffer form poison for 1-12 seconds.
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-Natural Remedies: For each point in NR you increase the potency of you NR skills

Skills
-Mend wound, 5 en, re 5 sec, skill
Target touch ally is cured of bleeding, deep wound or cripple.

-Natural Remedy, 5 en, 5 en, re 15 sec, skill
Target touch ally is cured of poison, disease or weakness.

-Healing Herb, 5 en, re 5 sec, skill
Target touched other ally gains health regeneration of 1-3 for 1-12 seconds and loses 1..3 moose per second.
|V| this was rather powerful for 5 energy and coming from a warrior class, and you could use it on yourself |V|

-Awaken Fury, 15 en, 5 sec casting time, re 45 sec, enchantment spell
Target other ally gains double adrenaline for 3-6 seconds

-Awaken Insight, 15 en, 5 sec casting time, re 50 sec, enchantment spell
Target other ally gains 1-3 energy regenetion for 5- 10 seconds

-Dragons Fury, 15 en, 5 sec casting time, re 50 sec, enchantment spell
Target other ally attacks 1-12% faster and their weapons attacks deal damage of a random element.
|V| All the attacks have been fire…therefore everyone would wear fire armor. |V|

-Golems Fury, 15 en, 5 sec casting time, re 50 sec, enchantment spell
For 1-12 seconds target other ally’s attacks knock down their target but attack 33% slower.

-Lich's Fury, Elite, 20 en, 5 sec ct, re 60 sec, enchantment spell
For 2-24 seconds target other ally’s attacks steal 1-12 health but they have 1 pip of health degeneration for every 25% of health they have.
|V| 50% = 2, 100% = 4 |V|
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actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

My personal preferance for Berserker Attribute are:

Consitution (Primary): For ever rank, up your HP by some amount. Also skill that let you take more hits, and cure/heal. To balance for thier low armor.

Heavy Weapon Mastery: skills that help you better use of Heavy weapon types. Skill that would cause self "moose", or Fatigue, as well as some use own health and adrn for cost.

Grappling: Skills that let you disable your oppoenet (but often time disable youself too), wrestling like moves of pining down and throwing.

Rage: like the blood frenzy, skills that would increase your fighting ablity as your HP goes low. Much are HP depended. Also skills that use own HP and Adn as energy.


Overall, a melee powerhouse that does heavy and wide, but slow and often missed damages. One that would be easy to down a soft target, or even a Warrior, however, would also fell to easy victim to DoP, tanking/blocking builds, and quick spikes. The uniquness of playing them is that they need more HP management, in which to keep your own HP at a constant low level (but not dying) would result in the best output. Added to that is where often their skill will use up HP as fuel as well.

Ian Savage

Academy Page

Join Date: Nov 2005

Nowhere. And Everywhere. At the same time!

Born of Revolution [BoRN]

Mo/Me

i dont know. the idea is good at heart, but it needs some work. a berserker wouldnt be in tune with nature, steriotypically, and from a realistic standpoint, claws would attack faster than swords. the great weapon idea is nice, and i like about 80% of the sample skills, but theres room to work here. your original primary attb wouldn't work so well, but i think that actionjacks endurance would be better. certainly a possible for later, tweak it and keep on working. it'll come out great soon.

trebes

Ascalonian Squire

Join Date: Feb 2006

Beastin Mugs (BM)

W/Mo

i have a problem

should i drop natural remidies and have something like actions jacks endurance for the primary attribute? alter blood frenzy so it can be normal attribute

would like some input

Captain Arne Is PRO

Captain Arne Is PRO

Banned

Join Date: Jun 2005

where did you get the idea?
oh wait lemme guess
DIABLO2?

Peewee

Peewee

Krytan Explorer

Join Date: Nov 2005

London, England

I Uprising I [RAGE]

R/

just looking at a couple of skills there, some are very overpowered, Wolf howl for example is too good, its like a better charge, adrenline based, and isnt elite.

Idea is good tho, a more offensive warrior basically, but i cant help thinking it is essentially a Warrior/Ranger/Assassin. Too much has been seen before. ANET will have their work cut out trying to think of new profs.

The idea i had for new proffesions is to make a couple of subdivisions in original proffesions. After a while builds essentially becomes variations on the same theme.

No critism meant really, i like the idea of a Berserker style character, but i cant see a place for it tbh. They will just get killed so quick becuase they are weak in armour, and there dmg would have to be even more extreme than warriors and rangers in order to offset it.

All that said, great ideas, i love reading them, even if i cant help but criticise everything....

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

Hmm...interesting sort of elemental melee beatstick. OP has a ton of vastly overpowered skills, but you're on the right track. Play with your numbers some, get the damage down to reasonable levels (never should a single attack without some serious restrictions deal much more than +30 damage), and you should be good.

The other thing I want to talk about is the Fury skills in your Natural Remedies line. These don't fit so well with a Berserker to me, but they're a great idea for a skill line in another character. Perhaps a Channeler/Summoner of some sort. Keep those suckers in mind the next time you work up a concept, I think it'd be a cool thing to do. Not only that, but they're surprisingly well-balanced given some of the dismaying numbers in Great Weapons and Blood Frenzy.

Like I said, just work on your numbers. You're on the right path, man.

trebes

Ascalonian Squire

Join Date: Feb 2006

Beastin Mugs (BM)

W/Mo

5 days since last post, still need some more input

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

I want to see it go against Laser-light's Pit Fighter in a battle of concept.

Who would win out?

Leonof

Leonof

Frost Gate Guardian

Join Date: Nov 2005

N/Me

I had a similar idea and yours is great, I like it. What I suggest though is keeping it simple. To me the blood frenzy attribute, and the skills, are a bit too complicated, it has too many conditions, and a little bit overpowered imo. If it were up to me hte primary would go something like you gain 10health for each point. All the other stuff is too much for a single attribute to have.

Also I think berserkers should have like health sacrificing skills. I think it fits them perfectly since they go berserk.
sample skill (just on top of my head0
Enrage 5e 1cast 15~
Skill. sacrifice 20% health, you attack 33%faster for 3-12 seconds

btw you need rez signet in your sample builds for pvp

Ecksor

Ecksor

Krytan Explorer

Join Date: Feb 2006

kkthnxbai

Knights And Heroes [Beer]

there should be a class like this, but a a shapeshift form where u turn into a werewolf like is DAoC!

trebes

Ascalonian Squire

Join Date: Feb 2006

Beastin Mugs (BM)

W/Mo

i cant think of anything else to add
want some suggetions

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

Just a note, as I havent looked at this for a long time.

There is no Anergy in the game...only adrenaline (Commonly 3a = 3 adrenaline) and energy (Commonly 3en = 3 energy)

Take out the armor that gives attack speed boosts for the same reason everyone said to remove the primary attribute that did the same thing. Change it to reduced hex duration or something.

Quote:
Originally Posted by trebes
Their leggings should give them +5 energy.

-Stats
They have 20 base energy, and 2 pips of energy regeneration
I like the idea of them having more base health, 600 sounds reasonable
Are you saying that they have 25 energy if they are wearing leggings?
Also they have 480 base health with bonuses from other places.

If you are going to add in fatigue, add a description of what it does and more skills that deal with it. Perhaps even ones for other classes.





There is already a skill called second wind.

Also a lot of your skills are lame copies of warrior skills.

trebes

Ascalonian Squire

Join Date: Feb 2006

Beastin Mugs (BM)

W/Mo

been awhile since ive seen this, tweaked it bit
-some sp corrections
-some more skills
-some skill tweaking

DarkRay

Academy Page

Join Date: Apr 2006

House of Vahn

Me/Mo

Did not read the whole thing..
My idea was more in the way that an beserker uses dual swords/axes and/or two-handed swords/axes (Or other similar weapon)
And has a greater attackspeed (If dual weapon) and more dammage but take much more dmg instead.
As a warrior has shield and good armor (Highest AL in the game) the beserker would have less AL but more attack and speed.
As a beserker cant move fast/attack fast with heavy armor (ie. like the warrior have knight-like armors) they instead have cloth armor and therefor take more dmg but are much more swift.

imo a beserker should take high dmg do high dmg and have high health.
More dmg from elemental attacks probably (As they dont have so much armor).
But that would probably make the beserker imba..


Also as the beserker would have less armor and sacrifice health for dmg and other things..
To keep it a little balanced so the beserker wont die directly maybe something like life steal?
Or bloodbath.. Gain 10% maximum health (of the foe (ie. foe has 500 hp = 50 hp)) when you kill an foe
Maybe just slight more dmg and slight more dmg taken and slightly faster?

curtman

Frost Gate Guardian

Join Date: Jun 2006

Fighter/Berserker: Combo oriented
80 Armor
Able to dual wield 1 handed weapons.
Berserker (Primary):
Each point increases the percentage to gain extra adrenaline gain on hit (the adrenaline version of Assassin’s Critical Strike).
Fist Weapons:
Increases effectiveness of fist weaponry and skills.
Spear (Polearm):
Increases effectiveness of Spears and skills.
Tactics:
Similar to Ws
Melee:
combo type skills

It also saves 2 handed swords and axes for warriors.

trebes

Ascalonian Squire

Join Date: Feb 2006

Beastin Mugs (BM)

W/Mo

bringin my idea back from the grave

trebes

Ascalonian Squire

Join Date: Feb 2006

Beastin Mugs (BM)

W/Mo

bumbing

new things: more skills, want some more input

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

What do people think of the 55 armor?

It should at least be 70, maybe even 75. I don't care how many HP you have, with 55 armor, you'll be dead.

Sir_Ace_Manslayer

Academy Page

Join Date: Jun 2006

(send me an invite im not in a guild)

W/R

nice job dude i think i kinda have a build like this i call it animal bond w/r basicly a bunch of beast mastery skills to sup u up and it kinda sounds like a war/pet/assasin or kinda like a druid but over all it sounds sweet i would make 1 in in instant

-beserker should be a skill as well make him huge and hit hard but slow or mabey even an attribute 1% health and 2% attack dammage but 1% energy and move ment loss

trebes

Ascalonian Squire

Join Date: Feb 2006

Beastin Mugs (BM)

W/Mo

bringing this thread alive again

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

Portrait:



Description: Berserkers are Melee Fighters, which have a strong bond to the Nature tied to their souls, which lets enrage them like brutal beasts on the battle fields letting them fight fire with fire using huge Weapons out of Steel to slay down anyone, who treats the nature bad, with pure Power born from Rage, Hatred and Wrath, like being the Guardians of Nature. Known for their feral brutality on the Battle Fields, Berserkers are feared Enemies which get sure not underestimated, because they are like little mobile Weapons of Mass Destruction, if nobody stops them, before they go berserk. Once they reach first the state of insanity, they become unstoppable, but for the cost of losing their minds, being unable to differ between Friends and Foes.

General Stuff & Stats

AL 60
HP: 525
MP: 20 (+5 while berserking)
MR: >>(+> while berserking)

Weapons:
Great Sword (25-40) Speed: 2,5s (can deal Deep Wound 5%)
Great Axe (15-50) Speed: 3s (can deal Cracked Armor 5%)
Claws (5-20) Speed: 1,33s (has high Armor Penetrate Bonus of inherate 15%)

Headgear: None (War Paintings on the Face) like the Stuff we got in EotN

Chest: Either Animal Pelts or Heavy Armors, with different armors berserkers should not be all only in Celtic Style, there should be also Armor Style for Berserkers, like this:
http://www.rpgfan.com/pics/soulofthe...on/art-005.jpg

for People, which don't like the celtic primal look and want to have more a mercenary style (oT: awesome sword not ? XD wanna have ^^)

the rest as said, either celtic style, liek trebes suggested, or more mercenary style with heavy armory

Without all these suggested inherate Effects of Berserkers Armory, it would make them incredibly overpowered, or were that thoughts on insignias ?

Insignias:

Warmonger's (AL + 10 while under the Effect of a Shout)

Bloody (Get healed by +2 Energy, whenever a nearby foe to you goes under 25% Health)

Barbarian's (Get Healed by 5 HP (max 25), whenever you use a War Cry)

Rage (+2 Energy, while berserking (max +10)

Wild (+ 15 AL vs. Elements)

Mercenary's (Deal +1 additional armor ignoring Damage more)
*******
*******

Fatigue : yeah, good way to balance the most powerful Skills of the Berserkers, Exhaustion for Melee simple XD, but I'd name it different. I'd name that condition "Wrath" so more Wrath a berserker has, so lesser max HP the berserker has, because of losign more the control over his/herself or "Frenzy", would be both better names for that imo, than Fatigue, which has a similar meanign to Exhaustion, but Berserkers are never fatigued, they are like Battle Maschines runnign with Duracell Batteries *gg*, once they are berserking like crazy (you know the ancient duracell tv spot with the bunny XD? oh I love it ^^)

Attributes:

Persevering Rage (Brutal Rage + Endurance = )
For every Point in PR , your health is increased by 10, when using a Rage Skill. Every 4 Points you receive 12,5% more Adrenaline from Enemy Hits and whenever you use a War Cry, while berserking, you get recovered +3 Energy (max 12E) max 3 times per 15s
Includes adrenal AoE Force Attacks as also Self Heal Skills and Health Buffs that require Rage (Rage being a new form of Adrenaline for berserkers, that you receive whiel fighting)

Rage: Like said Rage will be a unique form of Adrenaline for Berserkers, rage will be needed to fill the Berserkers "Wrath Bar". once this bar is full, the Berserk will start "berserking" and goes frenzy with other words. In this State the powers of the primary attribute activate and the berserker receives his Health Bonus. While in this State, the Berserker will have also fixed 25% IAS and IMS and deals 20% more damage, than usual and its health can't get below 1 , but the berserker can't receive in the while any Enchants, all enchants get removed, when goes berserk, can't be affected by Shouts from Allies, receives only 33% of Healings and effects of insignias/basic stat changes will trigger. The Berserk Condition has a duration of 20 seconds, after that it ends automatically. Ah and not to forget, while in Berserk Mode, the player can't control his character. In these 20 seconds the character gets controlled by an AI of the game and that AI doesn't differ between Friend and Foe, so your berserker might also attack Allies, that stand nearby to the berserker.
So it is recommended, that Allies should keep distance, once a berserk in their party goes nuts ^^ so that they don't take aggro

Blood Lust (find that name better fitting, then Blood Frenzy)
No inherent Effect. Includes Self Buff Skills, as also very special Finishing Moves, that the AI can use only, when in Berserk Mode and when your foes hit on certain requirements, like being in negative Status X or having HP under y%, which become alo slightly more effective, so more foes are around you

War Cries
No inherent Effect. Debuffing Shouts, which remove Shouts, Chants and Echoes from Foes or in generally demoralize and weaken them. A new negative status effect needs to be implemented imo "Fear"

Fear: When under Fear, your Hit rate gets reduced by 50% and whenever you miss with your attacks, you lose 3-9 Energy Points, but while under Fear, all the attacks will give that Foe double Adrenaline

Great Weapon Mastery
Weapon Attribute for Great Swords and Great Axes.

Power of the Soul Beast.
Claw Weapon Mastery, Avatars of Beasts with Claws (Fox, Jaguar, Eagle, Leguan) just to name some beasts, that are different from the Norn Beasts combining claw attacks with different powers of the beasts) and in the end I think it would have been better this way, makign that feature bonded to a profession, not to a new race. Norns shold have somethign different, than the power to shapeshift into Animals, thats should be the power of Berserkers imo

So 5 Attributes for Berserkers, like Warriors have also 5, due to having more than 1 Weapon Attribute.

******
******

Most of your example skills that I've overlooked, look good so far.

greets