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Revamp of the Week #3 - Slayer / Dual Wielding

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Revamp of the Week #3 - Slayer / Dual Wielding Empty Revamp of the Week #3 - Slayer / Dual Wielding

Post  FlyingPinkPony Wed Jul 29, 2009 5:31 am

Alright well this weeks Revamp is path of the Slayer. A path focused around dual wielding and dealing lots of melee damage. While certainly viable I do think the path could use a facelift. In addition there should be availability for characters not using the Path of the Slayer to dual wield, especially if they are using balanced weapons. The path is general is now a little shy on points at a mere 25.


Here is the current path.



Path of the Slayer (25)


    Critical Strike- Max ranks 3
    Requirements: None
    Type: Passive
    Effect: Grants a 1/3/5% chance to deal a critical hit on any melee attack.

    Dual Wielding- 3 Ranks
    Requirements: None
    Type: Passive
    Effect: Whenever you make a basic attack you may make an additional attack with your offhand weapon. Your main attack suffers
    a -15/10/5 Ws and S. Offhand suffers -20 Ws and S.

    Offhand Specialization - 2 Ranks
    Requirements: 3 Ranks in Dual Wielding.
    Type: Passive
    Effect:Offhand penalty is reduced to -15/10 Ws and S.

    Flurry of Blows - 3 Ranks
    Requirements: 2 Ranks is Offhand Specialization
    Type: Powerful Melee Attack - Requires Dual Wielding
    Effect: Make an attack with each weapon. If either attack hits make another attack at cumulative -5 Ws penalty. Each weapon can make a maximum of 1/2/3 additional attacks.

    Rend - 2 Ranks
    Requirements: None
    Type: Melee Attack - Can use dual wielding.
    Effect: This attack causes no damage but if it wounds it deals 2/3 bleeding damage each round until the end of combat. If using a 2 handed weapon or dual wielding and both attacks wound it instead deals 3/5 damage.

    Hobble - 2 Ranks
    Requirements: None
    Type: Melee Attack
    Effect: This attack deals 50% damage. If it hits the target cannot move for 1/2 rounds.

    Against All Odds- 3 Ranks
    Requirements: None
    Type: Passive
    Effect: If your opponents T is higher than your S increase your strength by 3/6/10. This cannot increase your strength to above their T.

    Berserk Charge - 2 Ranks
    Requirements: None
    Type: Passive.
    Effect: When you Charge you gain a +10/15S for 1 round.

    Warcry - 2 Ranks.
    Requirements: Berserk Charge 1
    Type: Passive
    Effect: When you use berserk charge all allies in melee/short range gain the strength bonus as well.

    Vengeance Strike - 3 Ranks.
    Requirements: None
    Type: Melee Attack - Only usable against an opponent that damaged you last round.
    Effect: You gain +X/2X/3X to hit and wound and +1/2/3 damage where X is the number of W that the opponent dealt to you in the last round.


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Post  Budou Wed Jul 29, 2009 6:27 am

This looks good. Once my minion is at his full power I can start putting points into this tree me thinks. Have two balanced weapons helps a lot, however I am a little concerned about the S hit you take; then again, its not that much I suppose.
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Post  DemonicFerret Wed Jul 29, 2009 6:36 am

I assume Rend damage ignores armor? If so, 5 damage ticking to the end of the encounter seems like a lot.

Needs more Powerfuls. More later.

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Post  deadlychair Wed Jul 29, 2009 7:58 am

I think we should split the tree into specializations much like we did with the marksman tree, because as of right now if you choose this tree you have a lot less desire to pick up a 2 handed weapon. I think we need to have some split between dual wielding and 2 handed weapons. The tree could use some more abilities, powerful and not, and a few more passives that encourage the slayer to run into the really dangerous situations or go after the really big guys. While it's in the path of the juggernaut, I really feel that cleave has a place in the path of the slayer. Really path of the juggernaut feels like it's all of the powerful abilities for slayer class as is.

As for the skills currently listed, rend seems very powerful in theory (how it works out actually may be another matter entirely). You may want to lock it behind some prereqs. Aside from that though I have no real concerns about any of the skills, which makes it a bit harder to revamp than the previous revamps.

Dual wielding definitely needs a revamp, as it definitely needs to be possible without going slayer path, though you should get better at it for going slayer as well. Perhaps make it so that if you dual wield you get 2 attacks, but 1st attack is at 1/2 Ws and S and 2nd is at 1/4 Ws and S?
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Post  Forte Wed Jul 29, 2009 8:30 am

There's a piece of me that thinks there's too heavy of an investment on dual-wielding for still having a penalty. I understand that having two attacks per round can yield a higher DPR but can is the leading lady here, especially when you're suffering -10 Ws and S.

Assuming 6 Skill Points spent on each tree (just enough to spec out Dual Wielding entirely)...

[Two-Handed (Juggernaut)]
Two-Handed Spec. - 2 Points
Armor Shredder - 2 Points
Surplus 2 Points for Abilities.

[Dual Wielding (Slayer)]
Dual Wielding - 3 Points
Off-Hand Spec. - 3 Points

My point with this is that to make the style not fairly punishing to utilize, you have to invest 6 of your Skill Points (I consider it punishing as for the same amount of points in Juggernaut I am hitting for 5-11 Damage with +10 Wounding and 2 Armor Penetration, whereas as a Slayer I would actually still end up behind on my S score, even were I using Balanced weapons).

---

@Rend: Agreed with Ferret that 5 Damage that ignores Armor is fairly powerful when put into combination with standard attacks-- however it only feels so when used with a 2h in my opinion since you only need to wound once for it to work (especially were I to combine this with Path of the Juggernaut for +10 Wounding with my 2h weapon). The chances of failing to wound with either attack while dual-wielding are good enough where I think this can stay where it is for the moment if the 2h bit is changed or removed.
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Post  deadlychair Wed Jul 29, 2009 8:45 am

Silly me, I totally forgot that juggernaut had 2 handed specialization. They really seem like the same tree though...
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Post  FlyingPinkPony Wed Jul 29, 2009 8:55 am

I don't have very much time at the moment but I'll post a few quick things and get to more specifics tonight.

@Chair. This isn't a tree I really want to be splitting into specializations but I do agree it needs more appeal to non-dual wielders. So i'm thinking maybe 1/3 or 1/4 of the skills to be dual wield specific and the rest being viable for Sword/Board or 2H.

@Ferret. Sure rend may be a seem tad OP atm. I don't have a ton of time now besides the power level how do we feel about the concept of bleeding damage over time instead of regular damage? Also Flurry of blows can easily be changed to not requires dual wielding so that'll help a little but I agree it needs more Powerful attacks.

@Forte. The current level of Dual wielding is 5 points not 6 (3 In main , 2 in offhand), which may sound picky but it does make a difference in your analysis. One thing that will happen with dual wielding is that instead of a strength/Ws penalty it'll be a hit/wound penalty instead. That way damage will be effected as one handers already deal less damage than regular weapons. I don't think two-weapon fighting is as gimped as your making it out to be but I do agree it needs a boost.

Also I'm considering moving Armor Shredder from Juggernaut to this tree since it feels more appropriate here.


So the first question in the revamp to address is what abilities if any are people satisfied with. The one's I personally don't feel need any changes are

Critical Strike-
Against All Odds-

and maybe Vengeance Strike if its changed to a powerful ability.

Thoughts? (*I'll post more later. I'm a tad rushed)
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Post  deadlychair Wed Jul 29, 2009 9:11 am

Hobble seems fine to me as well, and about the splitting tree thing I had completely forgotten that the juggernaut path existed.
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Post  Forte Wed Jul 29, 2009 10:22 am

I feel like it's only gimp in comparison to 2h fighting, that's all. As a style alone it's fine but when you compare it to 2h fighting, it becomes much less viable. That's what I meant.

Moving Armor Shredder to Slayer would go a long way to making TWF better since it benefits the two attacks in a much more incredible way then the single hit.

I feel like Critical Strike, Against All Odds, Hobble, and Berserk Charge [Warcry feels more like a Commander ability, tbh] are fine where they are.
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Post  DemonicFerret Wed Jul 29, 2009 1:36 pm

Making Rend a powerful attack that also allows normal melee damage is a good solution. Possibly do 3/4 instead of 3/5 for two-handed/dw.

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Post  Forte Wed Jul 29, 2009 1:47 pm

Ah, my bad. I thought Rend already was a Powerful Attack. In that case, yeah I would make it Powerful and call it a day personally.
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Post  FlyingPinkPony Thu Jul 30, 2009 1:04 am

@Ferret. I told you that idea in person, don't be stealin my thunder or I'll admin crush you!

@Forte. Armor Shredder will be moved.


Alright here's the current list of Abilities.

Path of Fury (29)


    Critical Strike- Max ranks 3
    Requirements: None
    Type: Passive
    Effect: Grants a 1/3/5% chance to deal a critical hit on any melee attack.

    Against All Odds- 3 Ranks
    Requirements: None
    Type: Passive
    Effect: If your opponents T is higher than your S increase your strength by 3/6/10. This cannot increase your strength to above their T.

    Armor Shredder - 2 Ranks
    Requirements: None
    Type: Passive.
    Effect: Ignore 1/2 points of your opponents armor in melee.

    Berserk Charge - 2 Ranks
    Requirements: None
    Type: Passive.
    Effect: When you Charge you gain a +5/10S.

    Warcry - 1 Rank
    Requirements: Berserk Charge 1
    Type: Passive
    Effect: When you use berserk charge all allies in short range gain the strength bonus until the end of your next turn.

    Rend - 2 Ranks
    Requirements: None
    Type: Powerful Melee Attack - Can use dual wielding.
    Effect: If this wounds the target it deals 2/3 bleeding damage each round until the end of combat. If dual wielding and both attacks wound it instead deals 3/5 damage a round.

    Hobble - 2 Ranks
    Requirements: None
    Type: Powerful Melee Attack - Can be used dual wielding
    Effect: If this attack wounds its target, they cannot move for 1/2 rounds.


    - Dual Wielding -
    In general Dual Wielding dual wielding i'm thinking should go as follows.

    While dual wielding your main attack suffers -20 to hit and wound. Your offhand suffers -30 to hit and wound.

    Balanced Weapons now reduce these penalties by 10 each.

    The dual wielding skill would be a 4pt investment. 2 for main and 2 for offhand

    Dual Wielding - 2 Ranks
    Type: Passive
    Effect: Reduce the penalties to hit and wound for fighting with your main attack by 5/10.

    Offhand Training - 2 Ranks
    Type: Passive
    Effect: Reduce the penalties to hit and wound for fighting with your offhand attack by 5/10.

    Fury - 2 Ranks
    Type: Passive
    Effect: Add an additional 1/2 damage when you're below half health.

    Dual Wielding Specialist - 2 Ranks
    Type: Passive
    Effect: If both of your attacks hit the target they both gain an increased 2/5% critical strike chance.


    In Good old 3rd Editiion style this would result in the penalties below.
    Abilities DW Penalty to Hit/Wound
    Nothing 20/30
    Balanced Weapons 10/20
    DW Skills 10/20
    DW Skills & Balanced Wpns 0/10


    Additional Skills

    Blade Rhythm - 3 Ranks
    Requirements: None
    Type: Passive
    Effect: Each time you hit a foe in melee you gain a +1/2/3% chance to dodge melee attacks and +1/2/3 to hit. This effect is cumulative but cannot stack more than 5 times. If you miss an attack or attack a different opponent the bonus ends immediately.

    Overwhelming Assault - 3 Ranks
    Requirements: None
    Type: Passive
    Effect: Each time you hit a foe in melee they gain a -1/2/3 chance to hit, wound, and lowers their block chance by 1/2/3%. This effect is cumulative but cannot stack more than 5 times. If you miss an attack or attack a different opponent the bonus ends immediately.

    Expose Armor - 2 Ranks
    Requirements: Armor Shredder Rank 2
    Type: Powerful Melee Attack
    Effect: If you wound an opponent lower that opponents armor value by 1/2 for the duration of the encounter. This attack also deals an additional 1/2 damage.



Last edited by FlyingPinkPony on Wed Aug 05, 2009 1:27 pm; edited 2 times in total
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Post  deadlychair Thu Jul 30, 2009 3:32 am

Doesn't seem terrible to me.
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Post  DemonicFerret Thu Jul 30, 2009 6:56 am

You told me that idea in person? Bitch I told you that idea in person!

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Post  FlyingPinkPony Thu Jul 30, 2009 11:16 am

You are a lying sack of garbage. Regardless of how horrible a person you are we still need a few more Powerful attacks as well as passives. The tree is sitting currently at a pretty 21 points which is insufficient. I'm going to add Vengeance Strike back as I like it. Anyone have other suggestions for abilities?


Vengeance Strike - 3 Ranks.
Requirements: None
Type: Powerful Melee Attack - Only usable against an opponent that damaged you last round.
Effect: You gain +X/2X/3X to hit and wound and +1/2/3 damage where X is the number of W that the opponent dealt to you in the last round.
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Post  Forte Sat Aug 01, 2009 6:03 am

Blade Rhythm - 3 Ranks
Requirements: Dual-Wield and Off-hand Training
Type: Passive
Effect: Each round you hit and wound with both your main-hand and off-hand attacks, you gain +1/2/3 Ag and +1/2/3 Ws. You lose this bonus immediately should you miss any attacks.

Daemonslayer - 2 Ranks
Requirements: Against All Odds
Type: Powerful Ability
Effect: If the opponent's T exceeds your S, before bonuses, this attack deals 2/4 more damage otherwise it deals normal damage.
Note: Can be Dual-Wielded. Bonus damage only applies once.

Expose Armor - 3 Ranks
Requirements: Armor Shredder
Type: Powerful Ability
Effect: Make an attack at -20/15/10 Ws. This attack, and any follow-up off-hand strike, ignore the opponent's armor.
Note: Can be Dual-Wielded.

Turn the Tables - 2 Ranks
Requirements: None
Type: Powerful Readied Ability
Effect: The first time an opponent attacks you until the beginning of your next turn, their attack receives -10/20 Ws to hit and you immediately strike back with your main-hand weapon for +1/2/3 Damage.
Note: Cannot be Dual-Wielded.
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Post  FlyingPinkPony Sat Aug 01, 2009 6:35 am

Nice. I like em. I'm thinking I'm gonna rename the Path of Fury instead of Slayer since Slayer in warhammer lore has too many connotations to dwarf slayers.

Gonna tweak em a bit but keeping the same idea. Tossed most of em up on the big list. Thanks for the suggestions =D.
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Post  FlyingPinkPony Wed Aug 05, 2009 1:36 pm

Alright this tree still needs some help. Much thanks to all who have assisted so far, particularly Forte who provided a lot of good ability ideas. I am having a lot of difficulty on this tree myself, but something to shoot ideas on potentially is the rage element of the tree which has yet to be used since the name change. We're sitting at a pretty good 31 points but ideally we're shootin for low 40s to put it on par with the other recent revamps.


Path of Fury (29)


    Critical Strike- Max ranks 3
    Requirements: None
    Type: Passive
    Effect: Grants a 1/3/5% chance to deal a critical hit on any melee attack.

    Against All Odds- 3 Ranks
    Requirements: None
    Type: Passive
    Effect: If your opponents T is higher than your S increase your strength by 3/6/10. This cannot increase your strength to above their T.

    Armor Shredder - 2 Ranks
    Requirements: None
    Type: Passive.
    Effect: Ignore 1/2 points of your opponents armor in melee.


    Killing Fury - 2 Ranks
    Type: Passive
    Effect: Add an additional 1/2 damage when your opponent is below half health.

    Berserk Charge - 2 Ranks
    Requirements: None
    Type: Passive.
    Effect: When you Charge you gain a +5/10S.

    Warcry - 1 Rank
    Requirements: Berserk Charge 1
    Type: Passive
    Effect: When you use berserk charge all allies in short range gain the strength bonus until the end of your next turn.

    Rend - 2 Ranks
    Requirements: None
    Type: Powerful Melee Attack - Can use dual wielding.
    Effect: If this wounds the target it deals 2/3 bleeding damage each round until the end of combat. If dual wielding and both attacks wound it instead deals 3/5 damage a round.

    Hobble - 2 Ranks
    Requirements: None
    Type: Powerful Melee Attack - Can be used dual wielding
    Effect: If this attack wounds its target, they cannot move for 1/2 rounds.

    Blade Rhythm - 3 Ranks
    Requirements: None
    Type: Passive
    Effect: Each time you hit a foe in melee you gain a +1/2/3% chance to dodge melee attacks and +1/2/3 to hit. This effect is cumulative but cannot stack more than 5 times. If you miss an attack or attack a different opponent the bonus ends immediately.

    Overwhelming Assault - 3 Ranks
    Requirements: None
    Type: Passive
    Effect: Each time you hit a foe in melee they gain a -1/2/3 chance to hit, wound, and lowers their block chance by 1/2/3%. This effect is cumulative but cannot stack more than 5 times. If you miss an attack or attack a different opponent the bonus ends immediately.

    Expose Armor - 2 Ranks
    Requirements: Armor Shredder Rank 2
    Type: Powerful Melee Attack
    Effect: If you wound an opponent lower that opponents armor value by 1/2 for the duration of the encounter. This attack also deals an additional 1/2 damage.


    - Dual Wielding -
    In general Dual Wielding dual wielding i'm thinking should go as follows.

    While dual wielding your main attack suffers -20 to hit and wound. Your offhand suffers -30 to hit and wound.

    Balanced Weapons now reduce these penalties by 10 each.

    The dual wielding skill would be a 4pt investment. 2 for main and 2 for offhand

    Dual Wielding - 2 Ranks
    Type: Passive
    Effect: Reduce the penalties to hit and wound for fighting with your main attack by 5/10.

    Offhand Training - 2 Ranks
    Type: Passive
    Effect: Reduce the penalties to hit and wound for fighting with your offhand attack by 5/10.

    Dual Wielding Specialist - 2 Ranks
    Type: Passive
    Effect: If both of your attacks hit the target they both gain an increased 2/5% critical strike chance.


    In Good old 3rd Editiion style this would result in the penalties below.
    Abilities DW Penalty to Hit/Wound
    Nothing 20/30
    Balanced Weapons 10/20
    DW Skills 10/20
    DW Skills & Balanced Wpns 0/10

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Post  FlyingPinkPony Thu Aug 06, 2009 4:40 pm

How do we feel about these?

Rage - 3 Ranks
Requirements: None
Type: Powerful Stance
Effect: Deal an additional 50% damage with all melee attacks. While in this stance you take an additional 100/75/50% damage.

Inescapable Fury- 2 Ranks
Requirements: None
Type: Passive
Effect: Any enemy you have damaged this encounter that deals you what would be a killing blow you have a 10/20% chance of avoiding that attack entirely.

Fury of the Phoenix- 2 Ranks
Requirements: None
Type: Passive
Effect: You may make an immediate 1/2 basic attacks against the enemy that kills you assuming they are in melee range. These attacks gain +10 to hit and wound.
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Post  DemonicFerret Fri Aug 07, 2009 12:39 am

Still not a huge fan of abilities that require you to die for them to activate. Also, I think more of the abilities in this tree need prereqs, including the ones that follow:

Enraging Wounds - 2 Ranks
Req: None
Type: Passive
Effect: Every time you take damage, you gain S/S+T equal to the damage received until after your next action.
(Note: I love the interaction between this and the Rage stance, above)

Storm of Steel - 3 Ranks
Req: None
Type: Powerful Melee Attack
Effect: Make a main hand attack, then make an offhand attack. If both attacks hit, make an additional main hand and offhand attack. Repeat until an attack is missed. These attacks get an additional +0/2/5 to hit.

Dying Fury - 2 Ranks
Req: None
Type: Passive
Effect: As long as you are below half health, you gain 5/10% crit chance.

Draining Strikes - 2 Ranks
Req: Rend Rank 2
Type: Passive
Effect: Every time you wound a target that is bleeding (from Rend or potentially from other, yet to be determined effects), it loses 4/8 S until after its next action.

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Post  FlyingPinkPony Fri Aug 07, 2009 3:40 am

Thanks for remember storm of steel, had forgotten about that attack. Itsa good'un. Also I understand where you're coming from not liking death attacks. That's why I only have a couple total, but I think i'll remove inescapable fury and give a much larger buff to the on death attack. Inescapable fury Belongs more in Juggernaut anyway.

Also you mention more prereqs but only one ability actually has prereqs?

Enraging Wounds- I like it, this ability is pretty sweet and fits the flavor great. I agree that the synergy with rage stance is very good (Go synergy). Gonna change it to be all offense though, instead of S+T do all S.

Enraging Wounds - 2 Ranks
Req: None
Type: Passive
Effect: Every time you take damage, you gain +1/2S for each point of damage you received until the end of your next turn.


*Edited Description to not restrict it to only DW. It was previously titled Flurry of Blows. I like the old name a tad better since it feels more ragey.*
Flurry of Blows - 3 Ranks
Requirments: 2 Path of Fury Powerful Attacks Max Rank
Type: Powerful Melee Attack
Effect: Make an attack. If this attack hits you may make another attack. Repeat this process until you miss. If dual wielding you may make an attack with both weapons. If either of these attacks hits you may make another attack with that weapon. You have a -10/0/10 bonus to hit with these attacks.

*This also has great synergy with Blade Rhythm and Overwhelming Assault*


Dying Fury- There is already an ability that adds melee damage when below half. Did you mean to replace it or have both?

Draining Strikes- Interesting but I feel it needs more than rend to be effective. Perhaps something like the following?

Savage Strikes-
Requirments: Critical Strike 3 Ranks
Type: Passive
Effect: Whenever you critically hit an opponent they suffer 1 bleeding damage/rd for the next 2/3 rounds. Any critical strikes on an opponent already bleeding from savage strikes reset the duration and increase the damage by 1.
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Post  deadlychair Fri Aug 07, 2009 7:44 am

Wrath of Tlazcotl - 3 Ranks
Requirements: None
Type: Powerful Melee Attack
Effect: This brutal attack deals a bonus +5 damage. If this attack slays an opponent all foes within 0/1/2 zones suffer -5/10/15 Ws and Wp for the next 3 rounds.

As much as I'd like to keep it in my "personal" skill tree, this really belongs in this path as somehing like "Terrifying Fury". Again we're getting too caught up on passives, how about looking at specific enemy types? A skill that's good for maiming wizards perhaps?

Mindless Anger - 2 Ranks
Requirements: ?
Type: Powerful Melee Attack
Effect: This attack deals 50/75% damage, but lowers the recipients Wp by 1/2 for every W it deals for the next 1/2 rounds.

What about archers? As much as we'd like mobility stuff to stay in the Paths of Grace and Scout slayers need to have some way of dealing with them.

Swift Vengeance - 2 Ranks
Requirements: ?
Type: Powerful Ability
Effect: Allows you to charge 2/3 zones and attack an enemy that wounded you last turn.

How about something for the Fury guy to do that isn't attacking? (Weird I know)

Stoke the Fires - 3 Ranks
Requirements: ?
Type: Powerful Ability
Effect: User gains +5/10/15 S for 1 round.

I think the class is pretty well set-up for passives with what we've added so we really need to focus on active and powerful abilities. BTW I absolutely hate Inescapable Fury, it's like some hybrid Fury and guardian ability that is just bizarre. The other stuff is good though.

Edit: I really like Rage and Enraging Wounds.
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Revamp of the Week #3 - Slayer / Dual Wielding Empty Re: Revamp of the Week #3 - Slayer / Dual Wielding

Post  FlyingPinkPony Mon Aug 10, 2009 1:31 am

SpellRage - 2 Ranks
Requirements:
Type: Powerful Melee Attack
Effect: You gain Magic Resistance 10/15/20 regardless if the attack hits or wounds. This bonus is reduced by 5 at the start of each of your turns. In addition if this attack wounds you increase the targets miscast chance on their next spell this encounter by 5/10% for each point of damage you deal.

As for archers and mobility I don't think the Slayer in and of itself as a tree needs to have the mobility aspect. That is what your two other trees are for. However in terms of dealing with archers another ability may be more suited for this function.

Hatred of Arrows
Requirements: None
Type: Passive
Effect: Whenever you are hit by a ranged attack you gain +2/5% critical strike chance against that opponent with melee attacks for the duration of the encounter.

As for the last ability I like it a lot but it should be stackable. =D

Warchant - 2 Ranks
Requirements: None
Type: Ability
Effect: You gain +10/20 S. Each additional usage grants +5/10S. Each round that you do not use this ability the bonus fades by half or 5/10 (whichever is higher).

Gruesome Blow - 3 Ranks
Requirements: None
Type: Powerful Melee Attack
Effect: This brutal attack deals a bonus 0/+25/50% weapon damage. All opponents within 1 zone suffer -10/15/20 to Ws and Wp for 2 rounds.

As for not having enough attacks this puts us up to 5 powerful attacks and 2 abilities. Plenty Imo
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Revamp of the Week #3 - Slayer / Dual Wielding Empty Re: Revamp of the Week #3 - Slayer / Dual Wielding

Post  FlyingPinkPony Mon Aug 10, 2009 5:02 am

Path of Fury (45 6PA)


    Critical Strike- Max ranks 3
    Requirements: None
    Type: Passive
    Effect: Grants a 1/3/5% chance to deal a critical hit on any melee attack.

    Against All Odds- 3 Ranks
    Requirements: None
    Type: Passive
    Effect: If your opponents T is higher than your S increase your strength by 3/6/10. This cannot increase your strength to above their T.

    Armor Shredder - 2 Ranks
    Requirements: None
    Type: Passive.
    Effect: Ignore 1/2 points of your opponents armor in melee.


    Killing Fury - 2 Ranks
    Type: Passive
    Effect: Add an additional 1/2 damage when your opponent is below half health.

    Berserk Charge - 2 Ranks
    Requirements: None
    Type: Passive.
    Effect: When you Charge you gain a +5/10S.

    Warcry - 1 Rank
    Requirements: Berserk Charge 1
    Type: Passive
    Effect: When you use berserk charge all allies in short range gain the strength bonus until the end of your next turn.

    Rend - 2 Ranks
    Requirements: None
    Type: Powerful Melee Attack - Can use dual wielding.
    Effect: If this wounds the target it deals 2/3 bleeding damage each round until the end of combat. If dual wielding and both attacks wound it instead deals 3/5 damage a round.

    Hobble - 2 Ranks
    Requirements: None
    Type: Powerful Melee Attack - Can be used dual wielding
    Effect: If this attack wounds its target, they cannot move for 1/2 rounds.

    Blade Rhythm - 3 Ranks
    Requirements: None
    Type: Passive
    Effect: Each time you hit a foe in melee you gain a +1/2/3% chance to dodge melee attacks and +1/2/3 to hit. This effect is cumulative but cannot stack more than 5 times. If you miss an attack or attack a different opponent the bonus ends immediately.

    Overwhelming Assault - 3 Ranks
    Requirements: None
    Type: Passive
    Effect: Each time you hit a foe in melee they gain a -1/2/3 chance to hit, wound, and lowers their block chance by 1/2/3%. This effect is cumulative but cannot stack more than 5 times. If you miss an attack or attack a different opponent the bonus ends immediately.

    Expose Armor - 2 Ranks
    Requirements: Armor Shredder Rank 2
    Type: Powerful Melee Attack
    Effect: If you wound an opponent lower that opponents armor value by 1/2 for the duration of the encounter. This attack also deals an additional 1/2 damage.

    Enraging Wounds - 2 Ranks
    Req: None
    Type: Passive
    Effect: Every time you take damage, you gain +1/2S for each point of damage you received until the end of your next turn.

    Savage Strikes- 2 Ranks
    Requirments: Critical Strike 3 Ranks
    Type: Passive
    Effect: Whenever you critically hit an opponent they suffer 1 bleeding damage/rd for the next 2/3 rounds. Any critical strikes on an opponent already bleeding from savage strikes reset the duration and increase the damage by 1.

    Flurry of Blows - 3 Ranks
    Requirments: 2 Path of Fury Powerful Attacks Max Rank
    Type: Powerful Melee Attack
    Effect: Make an attack. If this attack hits you may make another attack. Repeat this process until you miss. If dual wielding you may make an attack with both weapons. If either of these attacks hits you may make another attack with that weapon. You have a -10/0/10 bonus to hit with these attacks.

    SpellRage - 2 Ranks
    Requirements:
    Type: Powerful Melee Attack
    Effect: If this attack hits the target you gain Magic Resistance 10/20. This bonus is reduced by 5 at the start of each of your turns. In addition if this attack wounds you increase the targets miscast chance on their next spell this encounter by 2/5% for each point of damage you deal.

    Gruesome Blow - 3 Ranks
    Requirements: None
    Type: Powerful Melee Attack
    Effect: This brutal attack deals a bonus 0/+25/50% weapon damage. If this attack slays your opponent all other opponents within 1 zone suffer -10/15/20 to Ws and Wp for 2 rounds.

    Warchant - 2 Ranks
    Requirements: None
    Type: Ability
    Effect: You gain +10/20 S. Each additional usage grants +5/10S. Each round that you do not use this ability the bonus fades by half or 5/10 (whichever is higher).


    - Dual Wielding -
    In general Dual Wielding dual wielding i'm thinking should go as follows.

    While dual wielding your main attack suffers -20 to hit and wound. Your offhand suffers -30 to hit and wound.

    Balanced Weapons now reduce these penalties by 10 each.

    The dual wielding skill would be a 4pt investment. 2 for main and 2 for offhand

    Dual Wielding - 2 Ranks
    Type: Passive
    Effect: Reduce the penalties to hit and wound for fighting with your main attack by 5/10.

    Offhand Training - 2 Ranks
    Type: Passive
    Effect: Reduce the penalties to hit and wound for fighting with your offhand attack by 5/10.

    Dual Wielding Specialist - 2 Ranks
    Type: Passive
    Effect: If both of your attacks hit the target they both gain an increased 2/5% critical strike chance.


    In Good old 3rd Editiion style this would result in the penalties below.
    Abilities DW Penalty to Hit/Wound
    Nothing 20/30
    Balanced Weapons 10/20
    DW Skills 10/20
    DW Skills & Balanced Wpns 0/10



Thoughts?
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Revamp of the Week #3 - Slayer / Dual Wielding Empty Re: Revamp of the Week #3 - Slayer / Dual Wielding

Post  FlyingPinkPony Mon Aug 10, 2009 8:21 am

I'm going to throw this up as the current revamped Slayer path. Thanks to all who helped. Chair, Ferret, and Forte all gain an additional gold.
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Revamp of the Week #3 - Slayer / Dual Wielding Empty Re: Revamp of the Week #3 - Slayer / Dual Wielding

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