3.2 Esoteric Suggestions 09/27/2016 08:27 PM CDT
Suggestions for Barbarian ability equivalents for esoteric ("tier 5") magic. Note that, like their magical counterparts, these abilities are intended to be very "powerful" but not necessarily "more powerful" than "lower-tier" abilities. Rather their esoteric functionality reflects high-levels application of inner fire theory and the Barbarian supernatural arsenal.


FLAME:
Everild Meditation (Warding, 3 slots, 9 prerequisites)
- Ablative anti-magic integrity barrier.
- When casting offensive magic vs. the Barbarian, caster must pass a power vs. willpower check or suffer considerable attunement damage.


HORDE:
Trothfang Berserk (Debilitation, 3 slots, 9 prerequisites)
- Periodic power vs. fortitude contest against all engaged foes. Opponent must resist or suffer vitality damage.
- User can manually trigger additional pulses via new verb, RAGE <target>, at the cost of additional inner fire. RAGE verb is ranged attack.
- Successfully slaying an opponent automatically re-triggers a new pulse versus all engaged targets.


PREDATOR:
Kuniyo Form (Augmentation, 3 slots, 9 pre-requisites). A Barbarian's mastery of offensive maneuvering affords him or her the opportunity to exploit opponent's brief openings during an attack.
- Automatic counterattack attempt versus all non-stealth weapon attacks against user, within weapon's range (includes ranged for thrown weapons)
- Offhand-capable (i.e. can contest sling/bow/xbow/thrown attacks while holding LE in main hand and throwing blades in offhand, though this includes additional offhand vs. defenses check)
- Contest is hybrid expertise/held weapon check vs. defenses.
- Successful attempt has reduced damage vs. normal attack (no auto-destroying people, this is more of a riposte than an all-in counterattack)
- Automatically contests and attempts to negate opponent's counterattack chances (i.e. other Kuniyo users, future counterattack abilities)
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Re: 3.2 Esoteric Suggestions 09/27/2016 09:07 PM CDT


Sweet.
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Re: 3.2 Esoteric Suggestions 09/28/2016 05:18 AM CDT
Cool ideas!

"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
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Re: 3.2 Esoteric Suggestions 09/28/2016 08:11 AM CDT


Those are really neat ideas!

I have no idea how I'd find spare slots to buy them though :)
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Re: 3.2 Esoteric Suggestions 09/28/2016 10:26 AM CDT
Interesting ideas. I'd make a few adjustments though.

>FLAME:
>Everild Meditation (Warding, 3 slots, 9 prerequisites)
>- Ablative anti-magic integrity barrier.
>- When casting offensive magic vs. the Barbarian, caster must pass a power vs. willpower check or suffer considerable attunement damage.

Rename them all as RAGE and use this as the verb (RAGE EVERILD/TROTHFANG/KUNIYO).

FLAME:
Everild's Rage (Warding, 3 slots, 10 prerequisites) <--This is 10 because MED FLAME is "free" in this tree hence 9 for all Masteries
- Max duration four minutes (scales with (IF+EXPERT)/2)
- Non-ablative strong anti-magic integrity barrier.
- Reduces IF on success
- When casting offensive magic vs. the Barbarian, caster must pass a fear vs. willpower check or suffer 50% reduction in attunement regeneration rate. <-- Fear vs. Willpower is how Torment (-attunement) already works. I think affecting regen rate would be easier to manage and not step on Mana's Torment's "toes"

>HORDE:
>Trothfang Berserk (Debilitation, 3 slots, 9 prerequisites)
>- Periodic power vs. fortitude contest against all engaged foes. Opponent must resist or suffer vitality damage.
>- User can manually trigger additional pulses via new verb, RAGE <target>, at the cost of additional inner fire. RAGE verb is ranged attack.
>- Successfully slaying an opponent automatically re-triggers a new pulse versus all engaged targets.

HORDE:
Trothfang's Rage (Debilitation, 3 slots, 9 prerequisites)
- Instantaneous
- Cooldown one minute
- Power vs. fortitude contest against all engaged foes (ranged/pole/melee). Opponent must resist or suffer inner head wounds (vitality is a given).
- Successfully slaying an opponent automatically resets cooldown.

>PREDATOR:
>Kuniyo Form (Augmentation, 3 slots, 9 pre-requisites). A Barbarian's mastery of offensive maneuvering affords him or her the opportunity to >exploit opponent's brief openings during an attack.
>- Automatic counterattack attempt versus all non-stealth weapon attacks against user, within weapon's range (includes ranged for thrown weapons)
>- Offhand-capable (i.e. can contest sling/bow/xbow/thrown attacks while holding LE in main hand and throwing blades in offhand, though this includes additional offhand vs. defenses check)
>- Contest is hybrid expertise/held weapon check vs. defenses.
>- Successful attempt has reduced damage vs. normal attack (no auto-destroying people, this is more of a riposte than an all-in counterattack)
>- Automatically contests and attempts to negate opponent's counterattack chances (i.e. other Kuniyo users, future counterattack abilities)

PREDATOR:
Kuniyo's Rage (Augmentation, 3 slots, 9 pre-requisites).
- Max duration six minutes (scales with (IF+EXPERT)/2)
- Automatic offhand counterattack attempt versus all non-stealth weapon attacks within weapon's range
^--I'm not sure a thrown counter attack is in line with a reposte but I like the idea. I could live without it if necessary though. This one is made more difficult due to roundtime as well. What if you have just one weapon out and are in RT? The following are changes I'd make to take this into account. I also understand this leaves out 2HE/2HB users but it would show that HE/HB weapon set some good love it needs.
- 2 Second RT (added to any current RT)
- Contest is expertise 70% + held weapon 30% check vs. defenses.
- Successful attempt has same damage as feint

Thoughts?

Rhadyn da Dwarb - Blood for fire!

Barbarian Guild Suggestions
https://docs.google.com/spreadsheets/d/1h4L5hAxR1-VLDegDNZBIhGdo5bMgnCtm84Icm2E0utU/edit#gid=0
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Re: 3.2 Esoteric Suggestions 09/28/2016 02:13 PM CDT
I like Trothfang better.

Everild I like the modifications, but I'm torn on which I would prefer. Having casts damage attunement does step on Torment's toes, but I was trying to avoid making it yet another barrier spell of any kind that affects potency/integrity, since we already have a good half-dozen of those. The idea was, when combined with Torment, assaulting an opponent's attunement bar would become a viable strategy. They would never really run out of magic (especially primaries), but a tactical element of possibly running low on magic would be introduced.

However I also like the idea of damaging attunement regen. I haven't PvPed a lot since I returned (or played a caster since 3.2) so I'm not sure which method would be preferable or more valuable, but I like them both.

Kuniyo I feel ranged counter is important, because staying at range is a heavy component of PvP strategy for a lot of classes versus Barbarians. If the ending maneuver has the same damage modifier as FEINT, I feel keeping it down to +1 RT would be fine. I'd prefer something slightly heavier damage for the 2 RT threshold.

Nice modifications overall.
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Re: 3.2 Esoteric Suggestions 09/28/2016 02:33 PM CDT
Okay, so how about this...

FLAME:
Everild's Rage (Warding, 3 slots, 10 prerequisites) <--This is 10 because MED FLAME is "free" in this tree hence 9 for all Masteries
- Max duration four minutes (scales with (IF+EXPERT)/2)
- Non-ablative anti-magic barrier. (Does not stop nor reduce the effectiveness of a spell cast on the barbarian)
- Reduces IF on success
- When casting offensive magic vs. the Barbarian, caster must pass a fear vs. willpower check or suffer double the normal reduction in attunement.

HORDE:
Trothfang's Rage (Debilitation, 3 slots, 9 prerequisites)
- Instantaneous
- Cooldown one minute
- Power vs. fortitude contest against all engaged foes (ranged/pole/melee). Opponent must resist or suffer inner head wounds.
- Successfully slaying an opponent automatically resets cooldown.

PREDATOR:
Kuniyo's Rage (Augmentation, 3 slots, 9 pre-requisites).
- Max duration six minutes (scales with (IF+EXPERT)/2)
- Contest is expertise 70% + held weapon 30% check vs. defenses.
- Successful attempt has same damage as corresponding maneuver (cleave, crash, impale, twirl, palmstrike, powershot, doublestrike)
- 1 Second RT (added to any current RT)

- Brawling: Automatic headbutt attack
- One-Handed: Automatic reposte counterattack
- One-Handed Dual Weld: Automatic offhand counterattack
- Two-Handed: Automatic slam/pommel counterattack
- Thrown: Automatic ??? attack
- Ranged: Automatic shockwave attack (This would be some sort of physical damaging. Maybe moving into Trothfang's arena?)

I need some help think through how thrown and ranged works mechanically. I think we should stay away from "magic" so the ranged weapons pose difficulty for me to think through.

Thoughts, again?

Rhadyn da Dwarb - Blood for fire!

Barbarian Guild Suggestions
https://docs.google.com/spreadsheets/d/1h4L5hAxR1-VLDegDNZBIhGdo5bMgnCtm84Icm2E0utU/edit#gid=0
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