Originally Posted by
Severlin
Greetings!
This is the first in a series of posts outlining our plans for the update to Barbarians. The design behind these changes is that Barbarian DPS is largely in a good state, but they lack mitigation and healers don't like that they take so much healing. The idea behind these changes is to make Barbarians tougher through sheer hit point bonuses, give them enough healing amplification so healing them doesn't feel like a healing sink, and adding 5th tier healing to help sustain them during dungeons.
Here are the proposed changes for Barbarian's Frenzied Berserker tree for Update 24.
(If you see "---" that means text was removed; likely a penalty or condition.)
Core abilities
Die Hard: (1 AP, Barbarian Level 1). You gain the Die Hard feat, and automatically stabilize when incapacitated.
Toughness: (1 AP, Barbarian Level 3). +20 hit points, and +10 healing amplification.
Frenzy: (1 AP, Barbarian Level 6). Activation Cost: 10 Hit Points. Cooldown: 30 seconds. Enter a frenzy, increasing your strength by +2 and adding Vicious to your melee weapons. You gain +30 hit points and +10 healing amplification.
Toughness: (1 AP, Barbarian Level 12). You gain 10 Physical Resist Rating. You gain +60 hit points and +20 healing amplification.
Death Frenzy: (1 AP, Barbarian Level 18). Activation Cost: 20 Hit Points. Cooldown: 30 seconds. Expend 20 hit points to enter a Death Frenzy for one minute. You gain 4 strength. You increase your crit multiplier by an additional 1 when raging. Your melee weapons gain 'Greater Vicious'.(+4d6 damage to your attacks while dealing 1d3 damage to yourself per attack.) Passive: You gain +100 hit points and +20 healing amplification.
Storm’s Eye: (1 AP, Barbarian Level 20). Activate: You gain +1 melee damage. --- This damage bonus gains one stack every six seconds, up to 25 stacks. This ends when you are below 50% health. Activation Cost: 100 Hit Points. Cooldown: 3 minutes. Passive: You gain +4 Constitution. You gain +150 hit points and +40 healing amplification.
Tier One
Extra Rage: (1/1/1 AP). +1/+2/+3 Rage use per rest
Cracking Attack: Melee Attack: Deals +1/+2/+3[W] extra damage. Damaging enemies reduces their AC by -1/-2/-3 for 20 seconds. ---(Activation Cost: 5 Hit Points. Cooldown: 30 seconds)
Die Harder: Your range of unconsciousness extends +5/+10/+15 HP. When you drop below 1 health, you gain 10/20/30 temp hitpoints. This can only trigger once every five minutes.
Power Rage: +1/+2/+3 Strength --- while raging
Athletics: +1/+2/+3 Balance, Jump, Swim. Rank 3: When you activate Barbarian Rage, you gain +35% Action Boost bonus to movement speed for 20 seconds.
Tier Two (Requires Barbarian Level 2, 5 APs spent in tree)
Angry Arms: (Requires: Two Handed Fighting, 1/1/1 AP) +1%/+2%/+3% chance of triggering weapon effects on glancing blows and +3%/+4%/+5% glancing blow damage.
Body Blow: (1/1/1 AP) Damaging enemies with Cracking Attack reduces their Fortitude saving throws by 1/2/3 for 20 seconds.
Blood Tribute: (1/1/1 AP) Gain +50/+100/+150 Temporary Health for one minute. This scales with 400% Melee Power. You have a stacking -1 penalty to constitution until you rest or die. (Cooldown: 3 seconds)
Extra Action Boost: (1/1/1 AP) +1/+2/+3 additional Action Boost use per rest.
Sprint Boost: (1/1/1 AP) +35%/40%/50% Action Boost bonus to movement speed for 20 seconds. Cooldown: 30 seconds.
Tier Three (Requires Barbarian Level 3, 10 APs spent in tree)
Mad Munitions: (1/1/1 AP, Requires: Greater Two Handed Fighting, Angry Arms) +1%/+2%/+3% chance of triggering weapon effects on glancing blows and +3%/+4%/+5% glancing blow damage
Blood Trail: (2 AP, Requires: Blood Tribute, Supreme Cleave) Supreme Cleave no longer has a hit point cost. You gain 2 Melee Power.
Supreme Cleave: (1/1/1 AP) Tactical Melee Cleave: Expend 10 hit points to activate this ability to attack enemies around you. This attack deals +1/+2/+3[W] damage. (Activation Cost: 10 Hit Points, affected by Dungeon Scaling. Cooldown: 9/6/3 seconds)
Strength/Constitution: (2 AP) +1 Strength or Constitution
Tier Four (Requires Barbarian Level 4, 20 APs spent in tree)
Crazy Strike: (1/1/1 AP, Requires: Body Blow) When you score a --- hit with Cracking Attack, for 12 seconds you gain +0.3/+0,6/+1[W] damage and 1/2/3 Melee Power.
Exhausting Blow: (1/1/1 AP) Melee Attack: Deals +2/+3/+4[W], 1d6/2d6/3d6 Strength, and 1d6/2d6/3d6 Dexterity damage. (Cooldown: 20 seconds)
Wade In: (1/1/1 AP, Requires: Supreme Cleave) When you Supreme Cleave, you gain +1 Primal bonus to Attack --- per enemy damaged, up to 3/6/10 maximum. Lasts for 4 seconds.
Strength/Constitution: (2 AP) +1 Strength or Constitution
Tier Five (Requires Barbarian Level 5, Character Level 12, 30 APs spent in tree)
Focus Wide: (2 AP, Requires: Mad Munitions) When you score a vorpal hit, you increase your chance of triggering weapon effects with glancing blows by +10% and gain +10% glancing blow damage for 12 seconds.
Focused Wrath: (2/2 AP) While raging, increases the critical multiplier of all weapons you use by 1/2 when you roll a natural 19 or 20 that is a confirmed crit hit.
Lash Out: (1/1/1 AP, Requires: Slicing Blow) Supreme Cleave has a 50%/75%/82% chance to cause bleeding to damaged enemies, inflicting up to 1/2/3 stacks. This can stack up to 5 times. Your Supreme Cleave also reduces the AC of enemies by 1/2/3 for six seconds. This stacks up to five times.
Accelerated Metabolism: (2 AP) While raging you heal 2d6 hit points every 4 seconds. This healing scales with 100% Melee Power.
Tantrum: (2 AP) Tactical Melee Cleave: Expend 25 hit points to activate this ability and attack enemies around you. This deals +5[W] damage and has a 50% to knock down each damage enemy briefly on a failed Fortitude save vs. 10 + Strength modifier + Barbarian Level. Abilities that trigger on Supreme Cleave also trigger on Tantrum. (Blood Trail, Wade In, Lash Out, Sundering Spin, Storm's Eye)
Sev~