ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Sun Oct 21, 2018 5:52 am

All times are UTC




Post new topic Reply to topic  [ 6 posts ] 
Author Message
 Post subject: New berserker tree
PostPosted: Tue Jan 16, 2018 12:24 pm 
Offline
Thalore

Joined: Thu May 21, 2015 10:28 pm
Posts: 169
I've always been wanted for berserker to have some other options for locked trees other than Bloodbath (we all know the rest either don't make any sense or are just plain bad), so i've been putting some ideas on paper about a new one

This is a work in progress, and as it is right now probably kinda too powerful, but I don't really care about numbers, I just wanna put some ideas out.

Battle Frenzy
Passive

After hitting the same target 4 times in a row, you crit them and break through their defenses to make them more vulnerable to your attacks:

Your critical hits against them do x% more damage.

This lingers for 3 turns after triggering, and the duration is renewed if you attack them in that period.

At talent level 5 you also ignore half of their armor and half of their physical resistance when you crit them (4 turn cd)


Unrelenting
Passive

You revel on the pain inflicted to you:

After being hit by a weapon crit, become immune to weapon crits from the same target for 1/2/2/3/3 turns, and gain half of the damage dealt to you by the attack as health over 3 turns (6 turn cooldown per enemy).

Only triggers on crits that would damage you for over x% of your health.

At talent level 3 it applies to any kind of critical hit.


3rd skill
Active

15 stamina
25 cooldown
Range 5/6/7/8/9
You leap towards the enemy targeted. You hit them for x% weapon damage and make them bleed for 5 turns.

The target has to be at least 3 tiles away.

At talent level 3 the bleed also hits everyone around your target.

The cooldown on this skill gets reduced by 1 turn every time you crit, and 2 turns if they were bleeding beforehand.


4th skill
Sustain

20 stamina
20 cooldown

You let the god of battle take over you.

When sustained, Your battle frenzy triggers every other attack and makes the target bleed, the armor and physical resistance penetration cooldown is reduced to 3/3/3/2/2 turns, and the cooldown on the regen part of Unrelenting gets halved to 3 turns.

You also focus solely on the pain you're inflicting, making your attacks never miss and receiving a 15/20/24/27/30% damage reduction, but becoming unable to dodge attacks and having all the attacks dealt to you become crits (that deal 150% damage of a regular attack).

This takes a great toll on your body, draining 4% of your health per turn, increasing by 1% every turn. This cannot kill you, and the sustain deactivates when you get to 1 hp.


Last edited by dadito on Tue Jan 16, 2018 4:50 pm, edited 7 times in total.

Top
 Profile  
 
 Post subject: Re: New berserker tree
PostPosted: Tue Jan 16, 2018 12:59 pm 
Offline
Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 366
Like the theme of the tree a lot. I'd get rid of crit chance in the first skill, and I'd change cripple in the third by turning the single target bleed in an AoE one. Cripple is just too strong imo.

Would unlock ingame for both power and fun!

_________________
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)


Top
 Profile  
 
 Post subject: Re: New berserker tree
PostPosted: Tue Jan 16, 2018 1:34 pm 
Offline
Thalore

Joined: Thu May 21, 2015 10:28 pm
Posts: 169
Cathbald wrote:
Like the theme of the tree a lot. I'd get rid of crit chance in the first skill, and I'd change cripple in the third by turning the single target bleed in an AoE one. Cripple is just too strong imo.

Good idea, I like that second one much more


Top
 Profile  
 
 Post subject: Re: New berserker tree
PostPosted: Tue Jan 16, 2018 3:13 pm 
Offline
Wyrmic

Joined: Fri Jan 04, 2013 3:20 am
Posts: 288
there wouldn't exactly be a god of battle after the sher'tul killed it


Top
 Profile  
 
 Post subject: Re: New berserker tree
PostPosted: Tue Jan 16, 2018 4:08 pm 
Offline
Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 366
Zeyphor wrote:
there wouldn't exactly be a god of battle after the sher'tul killed it


I don't expect berserker to :
a) be well versed in lore
b) caring about something as inconsequential as death

_________________
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)


Top
 Profile  
 
 Post subject: Re: New berserker tree
PostPosted: Tue Feb 06, 2018 1:04 am 
Offline
Wyrmic

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 248
One could always change god of battle to something more ambiguous for reasons of lore. Not all Berserkers are meatheads I would imagine, but when carried away by rage one may be unknowingly submitting to an existing power of some sort. In fact this could be a mechanic, and chosen at random you could either get an Arcane, Nature, or Demonic effect added. Just a thought.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 6 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group