Barbarian

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Barbarian

Post by kingpin » Sun Nov 15, 2009 2:29 am

Barbarian is the first class that uses a complete revamped skill trees with four difference tree's with it's own flavor and focus. The skill tier system mentioned in this topic is scrapped. Tiers will work in same way as it done in preview version with pre-requirements to get the skill. There wont be any stat requirement, that part was scrapped during developmenent of preview version. Skills will able to raise up to max level 10. There is several skills that is capped at lower levels. Skills like Leap is capped at skill level 1. As it gives you the ability to jump and nothing else. A preview of some skills and an in-game video of barbarian will be added later.

This topic is mainly information already mentioned in the link above.


Skill Tree's: Barbarians skill tree's is focused on combat with one handed, two handed, War Cries and spiritism.

Assault: First skill tree. This is the skill tree where you focus on your one handed skill for mace, sword and axe. This tree is built around Bleed, temporal buffs, defensive skills.

Preview screenshot from a core skill for Barbarian:
Steel of Disicples is one of two main attack skills that can generate rage. Rage is needed for use most other abilities. Each attack generates an amount of rage. Take a look at it here


Relentless: Second skill tree. This is the skill tree where you focus on your two handed skills for mace, sword and axe. This tree is built around strong attacks, mobility, temporal buffs to make you stronger for a cost, improved rage management.

Preview screenshot from a skill in Relentless tree:
Violence is a skill that is in synergy with a low tier skill in Assault tree. This is an example how alot skills become different / better in relation to each other. Take a look at skill here


Warcries: Third skill tree. This is the skill tree that is focused around group buffs, find treasures, control and scare enemies.

Preview screenshot from a skill in Warcries Tree:
This is a low tier skill that is very good early on to kill a group who surrounded the Barbarian. Once it's used it causes a 40 second internal cooldown on the skill before you can use it again. This gives you choices to save it to use when it's most critical or just use it whenever it's off cooldown.
As a note each skill uses it's own cooldown and is independant off other skills. The cooldown itself is saved on the character aswell. Take a look at the skill here.


Spiritual: Fourth skill tree. This tree is focused around Totems, strong passive skills, imbue, summon and healing.

Preview screenshot from a skill in Spiritual Tree:
There is alot of different from what you normally think about barbarian. One of new skills he got is firebrand that is a stationary spirit that buff you and your party. Barbarian is usually weak on Elementary damage and this is a way for Barbarian to handle those physical resist/immune creaters that othervise is quite impossible for him to kill. This brings another tactic into game where you need think of be in range of the spirit totem. So you can get the buff. You also need a corpse to summon the totem. Take a look at the skill here


Base Stats: Strength, Dexterity, Vitality and Mentality.


New Base Stat: Mentality - this replace the intelligence stat that the other classes uses. It raises the max rage cap a player can have and aswell slower the decay of rage. But decay can never be lowered to zero.


mana abilities
Items that require mana to use: Barbarian lack the ability to use the magical energy that float around the world. So, he will never be able to use anything that require mana to use. He wont be able to use spellscrolls or items that enable skills other classes that require mana.

An example of item that barbarian isn't able to use is Elixir of Wisdom. It's displayed on item that it's not usable. This is the standard description on all items that contain +int, +mana, +%mana, +mana-regen, +mana leech.

Those stats is bad stats for barbarian and he will never be able to use items spawned with those affixes. An example of item with +1 mana after each kill here that will make armor not equippable by barbarian.


New Mechanics
Barbarian is the first class to use new mechanics that is specific designed for Barbarian.

Rage: is a new resource system to pay for your more powerful abilities to use. You gain rage by attack/slain your enemies and can for a limited of time store your current rage. Rage will decay over time so you will never be able to store your rage forever until you use it. Your rage is saved between games.

Max Rage: the maxium rage you can have is depended on your mentality and skills that raise the max rage.

Max rage formula: mentality * 3

Bleed: Several skills is designed around the new damage type bleed. Bleed is unresistable damage (some monsters is however immune to bleed like undeads). There is abilities that do additional damage if a target is currently bleeding.

Cooldown: There is several skills that uses a cooldown timer before you can use the skill next time. The timer is visual on the skill if you have used it. The cooldown allows to balance skills in a different way. A skill is allowed be more powerful then it's used. But, as a drawback used less often. The timer is saved between games.

Temporal Buffs: There is skills that can give you a temporal buff for limited of time.

Debuffs: There is skills that can give a monster a debuff for varios effects.

Spell failure: There is a skill that allow barbarian to completely avoid take damage from a spell. This is percent chance to trigger.

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Re: Barbarian

Post by Hydrozagadka » Fri Jan 08, 2010 2:16 pm

kingpin" wrote: An example of item that barbarian isn't able to use is Elixir of Wisdom. It's displayed on item that it's not usable. This is the standard description on all items that contain +int, +mana, +%mana, +mana-regen, +mana leech.
Why not make those prefixes not work instead of making the item unwearable? In Back to Hellfire blood mage can wear items with +mana +dex etc. those prefixes just don't change his stats (he has vita, and casting spells cost life). By making those items unwearable Barb can end up not being able to use most items that have multiple prefixes.

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Re: Barbarian

Post by kingpin » Mon Jun 06, 2011 10:35 pm

Why not make those prefixes not work instead of making the item unwearable? In Back to Hellfire blood mage can wear items with +mana +dex etc. those prefixes just don't change his stats (he has vita, and casting spells cost life). By making those items unwearable Barb can end up not being able to use most items that have multiple prefixes.
We will see how it turns out then actually playing. it's a possibility to do it in that way aswell. But, in the end I think items with unnecessary attributes is kinda unattractive for barbarian.

An example all-stat modifier been changed to add str, dex, vit instead of all stats as group modifier. Items is aswell designed with in mind be enough for barbarian vs mana users.


Updated 2010-01-23
Added 4 preview screenshots that shows one skill from each tree.

Updated 2010-05-13
Only changed server adress for the screenshots.

Updated 2011-06-06
Only changed server adress for the screenshots.

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Re: Barbarian

Post by jenrobzik » Tue Nov 27, 2012 10:32 am

ahm.. wow!!! thanks ..kingpin...
for me.. ahm!! i have no comment or desagree to your post related to the.. barbarian... ahm
wow thanks for the knowledge
keep it off.....
^_^

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