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    Community Member kelavas's Avatar
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    Sep 2009
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    Default Barb Revamp suggestion

    This is a barbarian revamp. I just want some ideas and opinions. Any feedback would be appreciated. This is NOT an actual update to barbarians, just a bit of a suggestion. AP rework and revamping is still in progress, these are just the basics.

    FRENZIED BESERKER
    CORES
    1 - Stabilization: For each core you acquire you acquire 10 hit points and a bonus 1d6 to damage and a +1 bonus to hit. This core automatically grants the Die Hard feat.
    2 - This core grants +25 healing amplification. This and every core after grants an additional 10 hit points.
    3 - Frenzy: For one minute, acquire an extra +4 to strength and an +15 to healing amplification.
    4 - This core additionally grants +25 healing amplification and 50 hit points. This and every core after grants an additional 30 hit points and +10 healing amplification.
    5 - Vicious Vision: Expend 50 hit points to acquire +6 strength, +2 critical multiplier on 19-20 rolls for one minute, and you additionally gain 3d6 damage. Cooldown 1 minute 30 seconds. Passive: +20 Melee Power
    6 - Verify the Weakness: Expend 150 hit points. Your next attack scares the monster and it gains 5% barbarian vulnerable (stacks with Vulnerable). This core additionally grants +4 to strength and constitution and an extra 1(6d6) damage for a total of 14d6.
    TIER ONE
    1 - Additional Rage - +1/2/3 rages per rest.
    2 - Smack Down - Deals +.5/2/3[W] damage and reduces the fortification by 5/10/25%. Damaged enemies reduces their AC by -2/3/4 for 15 seconds. Cooldown 20 seconds.
    3 - Try me! - You gain 10/20/30 to unconsciousness range. When you drop below 60% you gain 25 physical resistance rating for 10 seconds. This can trigger once every minute.
    4 - Supplements - Gain an additional +1/2/3 strength per rank while raging.
    5 - Balanced - Gain +1/2/3 to Balance, Jump and Swim. Rank 3: When you activate rage, you gain an additional .25[W] for 6 seconds.

    TIER TWO
    1 - Amplified Arms - +2/4/6% chance to trigger weapon effects on glacing blows and +2/4/5% to glancing blow damage.
    2 - I think it's dead! - Smack Down reduces the target saves by -2/3/5 for 10 seconds.
    3 - Blood Tribute - Extend your anger and gain +75/125/200 additional temporary hitpoints, every epic level adds an additional 50 temporary hitpoints. You suffer a stacking of -1 strength and -1 constitution until you rest or die.
    4 - Sprint Boost - +25/35/50% Action Boost to movement speed for 20 seconds. Cooldown 30 seconds.

    TIER THREE
    1 - Bloody Beatdown - +2/4/6% chance to trigger weapon effects on glacing blows and +2/4/5% to glancing blow damage.
    2 - Blood Trail - Supreme Cleave grants .25/.5/1[W] for 5 seconds. Supreme Cleave gives +1 temporary hit points per character level for a max of +30.
    3 - Supreme Cleave - Attack all enemies around you for 20 hit points. This attack is performed with an additional 3[W] bringing the total to 5[W]. Shares cooldown with Great Cleave.
    4 - Constitution - +1 Constitution

    TIER FOUR
    1 - Cadet Charge - Smack Down grants your weapon .5/1/1.5[W] for 12 seconds. This ability has a 45 second cooldown.
    2 - Exhilitering Blow - Melee Attack: Deals +2/4/5[W] and does 1d8 stat damage (every stat)
    3 - Wide Blow - Supreme Cleave additionally grants +2/2/5 bonus to attack and suffer -1/1/3 AC per enemy damaged up to max of 5 enemies and lasts for 7 seconds.
    4 - Constitution - +1 Constitution

    TIER FIVE
    1 - Focused Frenzy - Whenever you land a vorpal, you additionally gain +15% to trigger weapon effects and glancing blow damage.
    2 - Hocus Focus - You gain 1/1/2 competence bonus to Critical Multiplier
    3 - Lash out - Your anger grows, you gain an additional 50 healing amplification and your melee attacks deal -1/3/4 AC per attack for five seconds. This stacks up to four times.
    4 - Healing or Hurt.
    Accelerated Metabolism - Every second you gain 5 healing amplification and this ability lasts for 15 seconds. You additionally heal 2d10 hit points every 3 seconds. This heal scales for 200% melee power.
    Raging Blows - While raged, you gain +10 melee power and +2[W] to damage.
    5 - Tantrum - Expend 50 hit points to activated a melee cleave. This deals +7[W] damage and has a 30% knockdown each damaged enemy for 3 seconds on a failed fortitude save (12 + STR mod + barbarian level). This has a 25 second cooldown. Abilities that effect Supreme Cleave now effect Tantrum.

    OCCULT SLAYER
    CORE:
    1 - Weapon Bond - You build a bond with your weapon. Every time you attack, you gain a weapon bond. Maximum of 150. Activate 20 weapon bond for +5 damage for 15 seconds. Cooldown 25 seconds. Switching weapons will double the cooldown.
    2 - Resistance - +3 to all saves. Improve your barbarian damage reduction by 1%. You gain +15 to hit points.
    3 - Elemental Deflection - When enemy spells deal elemental damage. You have a 10% to avoid the effect, if you successfully avoid the effect, you gain +2[W] for 5 seconds. If you do not avoid the effect, you gain 30 temporary hitpoints for 15 seconds. This temporary hitpoints stack up to 5 times. Each stack removing around 15 second. Improves damage reduction by 2%. You gain +40 to hit points and +20 healing amplification.
    4 - Blank Thoughts - You gain the Slippery Mind feat and increase your barbarian damage reduction by 2%. You gain +75 hit points and +10 magical resistance rating along with +50 healing amplification.
    5 - Force Ward - You gain immunity to magic missiles and deflect force damage like it was cake, but gain 5% vulnerability to other spell types. Improves damage reduction by 2%. You gain +125 hit points and +10 magical resistance rating along with +25 healing amplification.
    6 - Mind over Magic - You have Spell Resistance matching your constitution score, you no longer are effected by 5% vulnerable to other spell types. You gain +175 hit points, +6 constitution score, +20 magical resistance rating along with +40 healing amplification.

    TIER ONE
    1 - Extend Rage - Your rage lasts +30/50/75% longer.
    2 - Ear Smash - Melee Attack: Deals +1/1.5/2[W] and enemies that were effected cannot cast spells for 3/5/8 seconds. Cooldown of 12 seconds, and does not effect bosses.
    3 - Parrying Bond - While weapon bond is above 20, you gain +1/2/5 untyped bonus to AC and +1/1/2 saves.
    4 - Uncanny Dodge - +1/2/3 dodge
    5 - Awareness - +1/2/3 to Spot, Search and Listen. Rank 3 grants +1 to saves.

    TIER TWO
    1 - Saves to Rage - You gain a +2 bonus to saves while raged.
    2 - Knockout - Expend 15 hit points. Melee Attack: Deals .25/.5/.75[W] and provides enemies helpless for +3/6/9 seconds. Vorpal hits double this effect.
    3 - Guarding Bond - You gain +10 to physical resistance rating at weapon bond 40. You also gain +5 at weapon bond 50, and +5 at weapon bond 60.
    4 - Double Defense - Gain 3% damage reduction and 10 physical resistance rating.
    5 - Deflect Damage - +15/20/25 Action Boost to PRR/MRR and +20% to absorb elemental damage.

    TIER THREE
    1 - Bond Retribution - While below 60% hit points, you gain +2 critical multiplier on confirmed rolls of 20
    2 - No fails - You no longer fail a fort/reflex/will save on a 1. Rank One: Fortitude Rank Two: Reflex Rank Three: Will
    3 - Arcane Encumbrance - Enemies that cast spells on you have a +20/40/50% chance they'll be knocked down (Does not affect bosses.)
    4 - Kinetic Bond - Weapon Bond 80/100/125 you gain 2d20/6d20/10d20 force damage with your attacks, scaling with 200% melee power. This damage can trigger every 3 seconds.
    5 - Constitution or Dexterity - +1 Constitution/Dexterity

    TIER FOUR
    1- Vicious Strikes - Deals +1/3/5[W] and inflicts Feedback for +8/16/24 seconds. Cooldown 8 seconds.
    Feedback - Everytime a spell is cast by the caster, they are inflicted for 3d40 force damage, scaling 200% melee power.
    2- Driving Hatred - Cooldown 60/40/20 seconds. Expend 50 weapon bond and gain +15 melee power and +15 sheltering for 15 seconds.
    5 - Constitution or Dexterity - +1 Constitution/Dexterity

    TIER FIVE
    1- Bonded by Destruction - Bond Retribution no longer has health requirement.
    2- Vampiric Bond - At weapon bond 125, every time you land a hit, you gain 50 temporary hit points. These do scale by 250% melee power.
    3- Seeking Strike - Expend 60 stacks of weapon bond to conduct a melee attack for +3/6/10[W]. This has +3 range and +2 multiplier.
    4- Occult Metalline - Your weapon gains Adamantine, Silver and Alch Silver, Byeshk, Cold Iron DR and gains +1 to range and multiplier.
    5- Acquire Vengeance - Expend 150 weapon bond. Gain 2,500 hit points and 1,000 temporary hit points for 1 minute. Healing scales by 200% melee power. Passives are +30/50/100 hit points, +8/16/25 PRR and +10/15/25 melee power.

    FURIOUS EMPOWERMENT
    CORE
    1 - Furious Rage - Whenever you miss or land a grazing blow you gain +1 to attack and damage every 6 character levels.
    2 - Infuriating Pain - Your melee attacks deal an extra 2d4 for this and every core after. You gain +20 healing amplification.
    3 - Unrelenting Assault - You gain +50 hit points and +30 healing amplification. Your vorpal attacks now deal 200 untyped damage and your weapon gains ghost touch.
    4 - Inflicting Pain - Your melee attacks deal an extra 4d4 for this and every core after. This damage scales by 150%. You gain +50 hit points and +25 healing amplification.
    5 - Subsiding Fury - When you use rage, you gain unmoralizing success, you now vorpal on a 19-20 for 30 seconds with a three minute cooldown. You gain +125 hit points and +30 healing amplification.
    6 - Terrorizing Blows - Expend a rage and use this ability, every enemy attacked with this ability is hit with fear and made helpless, if they make the save (12+con modifier+barb level) they are paralyzed for 12 seconds, if they fail the save, they die. Bosses are immune to this effect. You gain +200 hit points, +60 healing amplification and +4 strength and constitution.

    TIER ONE
    Ritual Scar - +1/2/3 Haggle, Intimidate, Swim and +2/4/6 to PRR.
    Hate - Melee Attack deals +1/2/2[W] damage and generate 200 hate.
    Qualified Pain - When you are hit, you have a +20/40/50% to gain +10/20/50 temporary hitpoints. The attacker has +30/50/75% to lose -5/10/15 PRR and -10% AC.
    Pack and Punch - This toggle stacks with the Power Attack feat. Your attacks do an additional 2/4/6 damage, and doubles with two handed fighting.
    Hardy Rage - +1/2/3 constitution while raging.

    TIER TWO
    Fear the wicked! - When you use intimidate, you gain 30 temporary hitpoints and enemies are inflicted with fear.
    Multitate the Body - You deal 2d6 stat damage (all stats) and 2d4 bane damage. Bane damage scales by 200% melee power. 10 second cooldown.
    No pain no gain - Whenever you are hit, you have +20/30/50% chance to gain temporary hit points based on your melee power.
    Cruel Cut - Make a melee attack for 2[W] and do 1d8/2d8/4d8 constitution damage.
    Melee Power Boost - Active this ability to receive +15/20/40 melee power for 30 seconds. Cooldown 30 seconds.

    TIER THREE
    Fear me! Bastards! - Enemies in your radius receive a penalty to constitution. 3 Constitution per rank.
    Manslaughter - Make a melee attack for 5/7.5/10W, this is doubled if inflicted on a boss. Cooldown 30 seconds.
    Festering Wound - Make a melee attack, stack bleed and poison damage on target for 1d10/2d10/3d10 and reduce their healing amplification by +20/30/60% for 10 seconds.
    Consitution or Strength - +1 Constitution or Strength

    TIER FOUR
    Laughter - When laughter lands a critical hit, you gain 3W for 6 seconds. Ability performs at -1 critical range.
    I punch back! - When you are hit, 40% chance to deal 3d12/4d12/6d12 bane damage that scales by 200% melee power.
    Dismemberment - Target is crippled by 80% and Cruel Cut increases your melee power by 15 for 6 seconds. Also deals 8d8 bane damage on a critical hit.
    Consitution or Strength - +1 Constitution or Strength

    TIER FIVE
    Blood Strength - 15% chance to heal positive damage twice your barbarian level. Each time you cause death and destruction on an opponent you are healed for 30 hit points, scaled by 100% melee power.
    Brawns over Strength - You deal 10/20/25% damage to helpless enemies. This locks out the half orc enhancement.
    Balanced - You are immune to knockdown and most slippery surfaces.
    Critical Fury - Your critical threat range is extended by 1/1/2 and multiplier by 0/0/1.

    Currently making a suggested update to paladins, bare with me.


    After talking to a couple of players on barbarians, they suggested they don't need the pass but the rework is acceptable to be a bit better.
    Last edited by kelavas; 10-08-2019 at 10:05 PM. Reason: Edited, still needs AP

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