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Toys on a Tuesday: A History of He-Man Both Good, Bad and Meme Worthy

 

Barbarian still needs work.  Are we bad enough dudes to save this class from the jaws of banality?  Below are my ideas for future Barb abilities.  Do you guys have any thoughts/ideas/memes?

2 - Reckless Abandon - +15 Accuracy, -10 All Defenses until 30s or you hit enemies 5 times, whichever is shorter
4 - Slam - Slam the ground for damage to nearby enemies, knocking them prone.  If enemies are already prone, launch them in the air.
4 - Revelry - passive - 10% chance to gain 0% recovery time with your next action when hit or critically hit
4 - Riot - passive - when hit foe, keyword on them for 30s.  If no keyword, +1 resource.
5 - Magic Eater - passive - +100 AllDefenses vs Spells for the first 10s of battle, clears when missed by a Spell, granting +25 Max HP until end of combat
5 - Onslaught - Gain +dmg effect that increases when in a new part of the battlefield
    - AoE on ground around you, keyword on you in the AOE, when keyword is off, after 1s new AoE around you, more bonus
5 - Territorial - passive - +5% damage for 30s when you engage a target
6 - Ransack - Dash to an opponent for heavy crush damage, dealing 50% of the damage to you.
    7 - Heavy Ransack - Deals more damage, and increases the share of damage dealt to you from 50% to 100%.
    7 - Spinning Ransack - Increases penetration by 2 and decreases the share of damage dealt to you from 50% to 25%.
    7 - Explosive Ransack - Damage is dealt to an area, and you are dealt 100% of the damage regardless of any dealt.
6 - Bashful - Convert all damage to crush for 60s
6 - Ferocity - passive - gives more damage as you have more movement speed bonuses via Boolean HasMoveRateEffectWithValue(Guid, Operator, Single)
6 - Thrashing - passive - Full attack when you disengage a target
7 - Berserker's Blood - passive - +attack speed for hostile attacks when at lower health:
    +0-50% Attack Speed from 50 to 40% health,
    +50% when 40%,
    +75% when 35%,
    +100% when 30%,
    +125% when 25%,
    +150% when 20%,
    +175% when 15%,
    +200% when 10%,
    +300% when 5%,
    +400% when 0%
    This is done by passive when health is below 50%, base value -1.5, dynamic value InverseHealthRatio multiply by 5
    The last two tiers of speed are created by trigger adjusting the value OnHealthPercentBelow 0.10, +0.75 to give a straight boost
        Or you could replace the passive OnHealthPercentBelow .10 to become base value 5, dynamic value HealthRatio multiply by -20
            This creates +200% when 10%, +300% when 5%, and +400% when 0%
            It might also be possible to use WillApplyStatusEffectWithParentValueOnEvent to change this way, but maybe not
7 - Mountainous - Max health is increased by 10% of damaged received, in stacks lasting 30s. This ability lasts for the rest of combat.
    be sure to make it sourced from hostile targets in the AttackTARGET filter
7 - Dominating - passive - Full attack when you engage a target
8 - Inner Spirit - +10 Might, damage dealt reduces Constitution in stacks of 1%
8 - Battle Mending - Healing per Constitution and lack of health, (+3 per 3s per 3 Constitution) x % Max health empty
9 - Skycrasher - Leap animation up for 4s in the air, slam back down, full attack 2x, 50 damage crush AoE
9 - Last Stand - Barring Death's Door 8s, once per encounter at 15% health

 

 

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