Barbarian Class 0.9.8
Moderator: Moderator
Re: Barbarian Class 0.96
ehhh, sorry updated again
i did some higher level testing and the scaling got a little out of whack. everything got a nerf pertty much.
birth
- lowered cun by 2, lowered str by 1, raised mag by 1
- decreased life rating to 2
- increased max life to 130
- removed point in weapon combat
barbarian
- bash - lowered stun duration
- butcher - removed dual wield dependency, lowered bleed dmg and duration
- slaugther - increased cooldown to 13, lowered bleed duration and dmg
- meat spin - same
gladiator
- brute - same
- charge - same
- guard - nerfed all bonuses. low end is good, high end not so much
- endurance - nerfed stam regen to 0.5, health to 1.25
thug
- street fighter - nerfed bonuses 50%
- retaliate - nerfed dmg
- penetration - nerfed bonus by 50%
execution
- bloodshed - nerfed chance
- sever - nerfed chance
- execution - same
raider
- untouched, still broken
i did some higher level testing and the scaling got a little out of whack. everything got a nerf pertty much.
birth
- lowered cun by 2, lowered str by 1, raised mag by 1
- decreased life rating to 2
- increased max life to 130
- removed point in weapon combat
barbarian
- bash - lowered stun duration
- butcher - removed dual wield dependency, lowered bleed dmg and duration
- slaugther - increased cooldown to 13, lowered bleed duration and dmg
- meat spin - same
gladiator
- brute - same
- charge - same
- guard - nerfed all bonuses. low end is good, high end not so much
- endurance - nerfed stam regen to 0.5, health to 1.25
thug
- street fighter - nerfed bonuses 50%
- retaliate - nerfed dmg
- penetration - nerfed bonus by 50%
execution
- bloodshed - nerfed chance
- sever - nerfed chance
- execution - same
raider
- untouched, still broken
Last edited by daftigod on Fri Jan 18, 2013 5:52 pm, edited 1 time in total.
Re: Barbarian Class 0.9.6.1
noooo not the nerf bat! 

Re: Barbarian Class 0.9.6.1
Daftigod, I feel like if you finish the Raider tree the class is about complete, minor power twinking aside. Eccept that the current last skill in the Thug line is useless; a bump attacker this strong doesn't need much stamina, and there's already one stamina-boosting skill which you're going to max anyway. But even with only 3 skills at some trees, I don't think I'm actually missing anything than said mobility stuff!
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- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
Re: Barbarian Class 0.9.6.1
The desc still says life rating is 3.
Re: Barbarian Class 0.9.6.1
Thanks for saying that laru! Ive got a couple things planned before final, though. On thug life (renamed Hitman), it exists to help counteract the lower cooldowns from natural speed. -5 cd on most attacks means you will chew through your stamina extremely fast, and i felt the class couod use an option to mitigate that!
An thanks for the heads up on the life rating, PQ. Probably would have stayed like that forever.
New stuff for next version:
-fixed guard to scale properly
-cleaned up alot of talent descriptions
-renamed some talents
-antimatic and harmony are out, replaced with:
-new generic tree, unlockable at level 10!
--------------
Mutations 1.20 Mastery
Unnatural changes to your body caused by excessive exposure to the blight. These changes will greatly affect your physical abilities and appearance. While most of the mutations will yield positive gains, they are not without their downsides.
--------------
Living Shield
You can manipulate your skin and the air surrounding you at a molecular level, absorbing all damage for a limited time. Length and Damage absorbed scale with Willpower. Activting the shield will disarm you for 3 turns. Your hands always harden first, making it temporarily impossible to hold a weapon.
2 (7) turn damage shield that absorbs 120-300 dmg. scales with wil
3 turn disarm self on use
Bioluminescence
You now radiate a bright green light from within, increasing your light radius permanently. Additionally, your eyes develop a special membrane that dramatically increases your ability to see things in the dark, and which also prevents you from being blinded. Your new inner glow can work against you, possibly alerting enemies that otherwise would not know you are there. Your eyes also change appearance, turning a mettalic and relfective silver color, which is just strange looking.
+1 (5) Light, Vision Radius
+20% (100%) Blind Immunity
Mutant
Your metabolism and molecular structure are reaching critical levels of efficiency. Your body is increasing its own mass and strength potential just by existing. Your bulk is starting to becoming a hindrance to your movements, though. You are slower, and slightly less accurate with your weapons.
+1 Size Category per 2.0 mastery (humumgous with 4 points invested)
+10 (50) Physical Power
+20% Bleed Immunity
-5 (25) global speed
-5 (25) accuracy
An thanks for the heads up on the life rating, PQ. Probably would have stayed like that forever.
New stuff for next version:
-fixed guard to scale properly
-cleaned up alot of talent descriptions
-renamed some talents
-antimatic and harmony are out, replaced with:
-new generic tree, unlockable at level 10!
--------------
Mutations 1.20 Mastery
Unnatural changes to your body caused by excessive exposure to the blight. These changes will greatly affect your physical abilities and appearance. While most of the mutations will yield positive gains, they are not without their downsides.
--------------
Living Shield
You can manipulate your skin and the air surrounding you at a molecular level, absorbing all damage for a limited time. Length and Damage absorbed scale with Willpower. Activting the shield will disarm you for 3 turns. Your hands always harden first, making it temporarily impossible to hold a weapon.
2 (7) turn damage shield that absorbs 120-300 dmg. scales with wil
3 turn disarm self on use
Bioluminescence
You now radiate a bright green light from within, increasing your light radius permanently. Additionally, your eyes develop a special membrane that dramatically increases your ability to see things in the dark, and which also prevents you from being blinded. Your new inner glow can work against you, possibly alerting enemies that otherwise would not know you are there. Your eyes also change appearance, turning a mettalic and relfective silver color, which is just strange looking.
+1 (5) Light, Vision Radius
+20% (100%) Blind Immunity
Mutant
Your metabolism and molecular structure are reaching critical levels of efficiency. Your body is increasing its own mass and strength potential just by existing. Your bulk is starting to becoming a hindrance to your movements, though. You are slower, and slightly less accurate with your weapons.
+1 Size Category per 2.0 mastery (humumgous with 4 points invested)
+10 (50) Physical Power
+20% Bleed Immunity
-5 (25) global speed
-5 (25) accuracy
Re: Barbarian Class 0.9.6.1
here's a test for 0.9.7 if anyone wants to check it out 
Only one Raider talent left to finish!
new stuff:
5 sustains - all 75 stamina except mutant which is 100
each one is supposed to be an upgraded 'profession' for the tree
-gladiator - guard - def / armor / phys save
-thug - hitman - apr + crit chance
-executioner - weaponlord - accuracy and attack speed
-raider (not included) - pillager - chance to knockback and daze for 2 turns on hit
-mutations - mutant - see previous post

Only one Raider talent left to finish!
new stuff:
5 sustains - all 75 stamina except mutant which is 100
each one is supposed to be an upgraded 'profession' for the tree
-gladiator - guard - def / armor / phys save
-thug - hitman - apr + crit chance
-executioner - weaponlord - accuracy and attack speed
-raider (not included) - pillager - chance to knockback and daze for 2 turns on hit
-mutations - mutant - see previous post
Last edited by daftigod on Fri Jan 18, 2013 5:52 pm, edited 1 time in total.
Re: Barbarian Class 0.9.7.1
- updated to 0.9.7 last night
- updated to 0.9.7.1 right now to fix bugs
- updated to 0.9.7.1 right now to fix bugs
Last edited by daftigod on Fri Jan 18, 2013 11:39 pm, edited 1 time in total.
Re: Barbarian Class 0.9.7.1
Hey, I downloaded your mod, but the game loads really slow, and there is stuttering when playing barbarian. I also have spellsword and New Prodigies loaded, and I'm not sure if it's the game's memory problem (can't load too much add-ons).
Re: Barbarian Class 0.9.7.1
You can't use Barbarian and Spellsword at the same time
new version: 0.9.7.2
- reduced dmg absorption on living shield by 75%
- fixed apr/crit scaling on hitman
- mutations unlock at 20 now, higer requirements
- pillager talent still not included
- mutant - increased phys power bonus, reduced stamina drain, reduced health regen
- added stamina drain to all sustains
- guard - 0.12
- hitman - 0.16
- weaponlord - 0.20
- renamed Profit to Masochist
- lowered all class talent masteries at birth to 0.2 except for barbarian (0.3)
- lowered weapon training mastery to 0.2
- nerfs ahoy!
http://te4.org/sites/default/files/game ... 9.7.2.teaa

new version: 0.9.7.2
- reduced dmg absorption on living shield by 75%
- fixed apr/crit scaling on hitman
- mutations unlock at 20 now, higer requirements
- pillager talent still not included
- mutant - increased phys power bonus, reduced stamina drain, reduced health regen
- added stamina drain to all sustains
- guard - 0.12
- hitman - 0.16
- weaponlord - 0.20
- renamed Profit to Masochist
- lowered all class talent masteries at birth to 0.2 except for barbarian (0.3)
- lowered weapon training mastery to 0.2
- nerfs ahoy!
http://te4.org/sites/default/files/game ... 9.7.2.teaa
Re: Barbarian Class 0.9.7.2
Great, will try that out!
edit: one quick note: although the Charge skill is meant to work with the Steamroller prodigy, knowing Charge does not qualify one to actually learn the prodigy - only Rush does. Could you please change that? (I'm planning to make a barb with Steamroller and You Shall Be My Weapon -prodigies, once 1.0 comes out. Not the strongest/most optimum pics, I know, but definitely the coolest!)
edit: one quick note: although the Charge skill is meant to work with the Steamroller prodigy, knowing Charge does not qualify one to actually learn the prodigy - only Rush does. Could you please change that? (I'm planning to make a barb with Steamroller and You Shall Be My Weapon -prodigies, once 1.0 comes out. Not the strongest/most optimum pics, I know, but definitely the coolest!)
Re: Barbarian Class 0.9.7.2
Yes, ill look into steamroller asap. Thanks for the heads up laru. It's very important to have steamroller available for this guy!
Also, does anyone think that a point in combat accuracy is needed?
I think I am going to make sure the class is playable to the very end of the campaign before I add some of the planned extras. But, this is what im thinking of adding:
1. A birth quest or 2, originating in zigur
2. Player Overlays for the mutant talents, ie, silver eyes, mutant form (think hulk)
3. Sounds for attacks
4. Particle effects for the sustains and some attacks
Keep the feedback coming!
Also, does anyone think that a point in combat accuracy is needed?
I think I am going to make sure the class is playable to the very end of the campaign before I add some of the planned extras. But, this is what im thinking of adding:
1. A birth quest or 2, originating in zigur
2. Player Overlays for the mutant talents, ie, silver eyes, mutant form (think hulk)
3. Sounds for attacks
4. Particle effects for the sustains and some attacks
Keep the feedback coming!
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- Posts: 3
- Joined: Wed Dec 12, 2012 5:16 pm
Re: Barbarian Class 0.9.7.2
I think it may be a good idea to start with a point in combat accuracy before any updates with quest's rewards, for the moment, it looks like manually putting a point in it at the beginning is mandatory anyway.
And oh, Psi-blades is fun on this guy.
And oh, Psi-blades is fun on this guy.
Re: Barbarian Class 0.9.7.2
-Yes, steamroller fits extremely well with this class!daftigod wrote:Yes, ill look into steamroller asap. Thanks for the heads up laru. It's very important to have steamroller available for this guy!
Also, does anyone think that a point in combat accuracy is needed?
I think I am going to make sure the class is playable to the very end of the campaign before I add some of the planned extras. But, this is what im thinking of adding:
1. A birth quest or 2, originating in zigur
2. Player Overlays for the mutant talents, ie, silver eyes, mutant form (think hulk)
3. Sounds for attacks
4. Particle effects for the sustains and some attacks
Keep the feedback coming!
-The 1st generic point is going to Combat Accuracy, period. Might as well be there in the first place, if you ask me.
-Mutant is a cool sustain skill, and lets you use You-shall-be-my-weapon without gear sacrifices, but I'm worried about the huge speed penalty. I understand you are supposed to counter it with other sustains, but it might be that it is a better strategy keeping mutant off and enjoying the benefits of the speed-increasing sustains. Speed is one of the most useful things for a strong melee attacker, so this one needs to be balanced carefully. Edit: oops, the mutant speed penalty was only movement speed, not global. That's not too bad.
-Keep up the good work!
(edit: self-corrected a few misconceptions..)
Re: Barbarian Class 0.9.7.3
small update to 0.9.7.3
- 1 point in weapon accuracy
- mutant unlocks at lvl 10 instead of 20
make sure to update if you want to track your player online!
thanks for the feedback!
- 1 point in weapon accuracy
- mutant unlocks at lvl 10 instead of 20
make sure to update if you want to track your player online!
thanks for the feedback!

Re: Barbarian Class 0.9.7.4
updated to 0.9.7.4
just some tweaks, and a new sustain.
-slaughter - buffed, more bleed dmg for longer. also, the secondary targets are hit for less dmg, shorter bleed duration, and less bleed dmg.
-living shield - reduced disarm to 2 turns
-masochist - fixed, actually works
-guard - very slight buff, increased def/arm
-charge - nerf, -1 range
-hitman - slight buff, slightly higher scaling
-mutant - slight buff, more phys power, less drain
-new raider talent: pillager. 70 stamina sustain, increases stamina regen by 0.6 per level. this should help to keep all sustains up and still leave some room for regular talents at high levels
-tweaked sustains (stam drain and stam cost)
guard 40 -0.15
hitman 50 -0.20
weaponlord 60 -0.25
pillager 70 -0.70
mutant 80 -0.80
just some tweaks, and a new sustain.
-slaughter - buffed, more bleed dmg for longer. also, the secondary targets are hit for less dmg, shorter bleed duration, and less bleed dmg.
-living shield - reduced disarm to 2 turns
-masochist - fixed, actually works
-guard - very slight buff, increased def/arm
-charge - nerf, -1 range
-hitman - slight buff, slightly higher scaling
-mutant - slight buff, more phys power, less drain
-new raider talent: pillager. 70 stamina sustain, increases stamina regen by 0.6 per level. this should help to keep all sustains up and still leave some room for regular talents at high levels
-tweaked sustains (stam drain and stam cost)
guard 40 -0.15
hitman 50 -0.20
weaponlord 60 -0.25
pillager 70 -0.70
mutant 80 -0.80