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  1. #1
    Administrator Flux's Avatar
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    D3X Level 70? New Barb Skills?

    Since the max level is going up to 70 in RoS and all the existing classes are getting new skills and passives, I thought it would be a great time to brainstorm some potentials.

    Active skills the sky is the limit, and we can dream up pretty much anything... that said, I think that ideally the new skills would enable new things; new build style, new play approach, etc. Not just better or modified verisons of current abilities.

    New passives could enable new builds or styles or plug gaps in the Barb's current abilities. Maybe you've always really wanted to do a throw barb; what new skill or passives to enable it would enable that?

    Admittedly I haven't played a barb lately, so nothing is leaping to mind. But hoping to hear some interesting suggestions from you guys.



    Note: Equivalent threads exist for all classes, if you want to join other speculations. Click the names to visit them:
    Design new level 70 Barbarian, Monk, Demon Hunter, Wizard, and Witch Doctor skills.
    --Flux
    The Diablo 1, 2, & 3 Wiki! (Under construction.)


  2. #2
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    Re: D3X Level 70? New Barb Skills?

    How about a rune on frenzy that has AoE damage? Something similar to the monk's thunderclap? Like a 45% damage as physical on crit over 5 yards. Nothing huge, but it could breath new life into frenzy barbs again. Or basically a rupture rune for frenzy! That would be amazing!

    sent from my GalaxySIII

  3. #3
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    Re: D3X Level 70? New Barb Skills?

    New Rune:
    *Most everyone uses Whirlwind - Hurricane because it helps you clear content faster and generate more sprint tornadoes, why not give it some competition?
    Whirlwind Rune - En Masse
    Increases the generation of Run Like The Wind Tornadoes by 20%, Increases the range of Whirlwind and Tornadoes by 5yd

    New Skill:
    Combustion
    Requires 1h weapon(s)
    Each attack strikes the enemy for 175% weapon damage (physical), 15% chance to cause the enemy to be stunned for 1.5sec until they explode covering enemies in "blood of the fallen", causing 1000% weapon damage (fire) to all enemies within 17yd and reducing their defenses by 30%

    Rune 1:
    Armor Corruption - Enemies covered in "blood of the fallen" further reduce armor by 20% (total 50%)

    Rune 2:
    Healthy Dose - Enemies covered in blood take 50% weapon damage (magic) over 5 seconds and grant this to the barbarian.

    Rune 3:
    Contamination - Enemies covered in blood spread the blood to others within an additional 20yds for 3 seconds, (secondarily affected enemies cannot spread the contamination)

    Rune 4:
    Quarantine - Range of blood reduced to 8yd, base weapon damage becomes a cone area of effect in front of the barbarian, and the explosion deals 1500% weapon damage (magic) in that area. (Still only a 15% chance of the effect proccing)

    Weapon Gem Effect! (I think the gems you have in your weapon should effect the runes, this would foster greater build diversity, Topaz gems on a barb? I THINK SO!)

    Amethyst - All damage grants an additional X% lifesteal (based on the gem size)

    Emerald - Each enemy affected by blood of the fallen gives the barbarian X% movement speed (based on the gem size)

    Ruby - Enemies covered in blood also apply x% extra magic find (based on the gem size)

    Topaz - Enemies covered in blood take extra damage from physical attacks (based on gem size)

    NEW Diamond - Each enemy affected by blood of the fallen provides the barbarian with an additional x% armor (based on gem size)


    I have a lot more ideas, but I'm tired I'll post them tomorrow night. Thank you for reading

    UNICRON

  4. #4
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    Re: D3X Level 70? New Barb Skills?

    Why not redo the 'Weapon throw' skill to make it a viable skill choice:

    Weapon Throw:
    Cost: 6 Fury
    Hurl a throwing weapon at an enemy for 170% weapon damage and Slow the movement of the enemy by 80% for 2 seconds.

    Runes:
    #1 Take that!:
    Instead of 170% damage the enemy takes 223% damage and has a 20% chance of being knocked back.

    #2 Bombs away:
    The thrown weapon becomes an AoE projectile dealing 180% damage as fire to all enemies within 10 yards.

    #3 Maim:
    Targeted enemy bleeds for 2 seconds doing 190% damage per second. This effect can stack up to 4 times.

    #4 Sowing havoc:
    Fury cost reduced to 1 with a 20% gain in increased attack speed for 150% of damage.

    #5 Incoming:
    Thrown weapon leaves a trail of twisters hurling in random directions lasting 5 seconds. Each hurricane deals 75% weapon damage as electricity.

  5. #5
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    Re: D3X Level 70? New Barb Skills?

    Quote Originally Posted by UnicronV View Post
    Weapon Gem Effect! (I think the gems you have in your weapon should effect the runes, this would foster greater build diversity, Topaz gems on a barb? I THINK SO!)

    Amethyst - All damage grants an additional X% lifesteal (based on the gem size)

    Emerald - Each enemy affected by blood of the fallen gives the barbarian X% movement speed (based on the gem size)

    Ruby - Enemies covered in blood also apply x% extra magic find (based on the gem size)

    Topaz - Enemies covered in blood take extra damage from physical attacks (based on gem size)

    NEW Diamond - Each enemy affected by blood of the fallen provides the barbarian with an additional x% armor (based on gem size)
    UNICRON
    It is a great idea imho, it adds to the build diversity:
    we now have 6 runes (1 = no-rune) and 4 gem-types in our weapon.
    Why not link it together?
    Each rune has a different effect depending on the gem that is in a weapon.
    Instead of 10 (6+4) choices we'll have 30 (6*5) choices to choose from.

    YaY diversity !

  6. #6
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    Re: D3X Level 70? New Barb Skills?

    Quote Originally Posted by TheMythe View Post
    Why not redo the 'Weapon throw' skill to make it a viable skill choice:

    Weapon Throw:
    Cost: 6 Fury
    Hurl a throwing weapon at an enemy for 170% weapon damage and Slow the movement of the enemy by 80% for 2 seconds.

    Runes:
    #1 Take that!:
    Instead of 170% damage the enemy takes 223% damage and has a 20% chance of being knocked back.

    #2 Bombs away:
    The thrown weapon becomes an AoE projectile dealing 180% damage as fire to all enemies within 10 yards.

    #3 Maim:
    Targeted enemy bleeds for 2 seconds doing 190% damage per second. This effect can stack up to 4 times.

    #4 Sowing havoc:
    Fury cost reduced to 1 with a 20% gain in increased attack speed for 150% of damage.

    #5 Incoming:
    Thrown weapon leaves a trail of twisters hurling in random directions lasting 5 seconds. Each hurricane deals 75% weapon damage as electricity.
    Better yet, I'd love to see a basic throwing skill as a fury generator. That way throw barbs could--you know--just throw.

  7. #7
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    Re: D3X Level 70? New Barb Skills?

    Quote Originally Posted by JEB90 View Post
    Better yet, I'd love to see a basic throwing skill as a fury generator. That way throw barbs could--you know--just throw.
    That'd make it way too overpowered with these kinds of runes. You'd get a free ranged attack without any end.
    You'll keep entire hordes at bay if you have enough IAS and do decent DPS. No, no attack should be a worldending skill !

    Next to that, there are items that have a reduced Weapon Throw cost, these items are as of now worthless, but they'll give a nice profit if this skill is changed in this way. You could even make it so that:
    IF Fury cost < 0
    THEN add remaining X Fury
    ENDIF

    Last edited by TheMythe; 02-09-2013 at 14:40.

  8. #8
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    Re: D3X Level 70? New Barb Skills?

    Quote Originally Posted by TheMythe View Post
    Next to that, there are items that have a reduced Weapon Throw cost, these items are as of now worthless, but they'll give a nice profit if this skill is changed in this way. You could even make it so that:
    IF Fury cost < 0
    THAN add remaining X Fury
    ENDIF

    The inability to use the correct "then" and not "than" in your pseudocode throws your logic into dire question. Your credibility there just plummeted and your point rendered invalid. By the way, unless you failed to notice, item stats can be changed to fit class balance when required.

  9. #9
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    Re: D3X Level 70? New Barb Skills?

    Hmm Barbarian skill changes...

    Being that this is a numbers game and all about efficiency you would need to heavily buff up skills in order to compete with WW/RLTW Skill Build. Being that WW/RLTW is so efficient for killing tons of enemies enmasse in a short period of time and provides the Barbarian with a high survivability in combat, makes it one of the best builds available. So... in order to beat this build, other skills would either have to:

    1) Give higher survivability without sacrificing damage and speed
    OR
    2) Give higher damage without sacrificing survivability and speed

    The biggest problem is that Barbarians although powerful don't stand a chance if they stay in one spot for too long, hence why WW/RLTW is so popular. If Blizzard wants Barbarians to stand and fight longer rather than WW all over the place they have to provide greater bonuses to those skills to encourage it. Heres my take on current skills / runes:

    NOTE: The damage dealt on "most" skills is FINE. The additional utility / cooldown / area of effect is not FINE, which is what must be changed in order to make people want to invest into other builds. Also, I'm a fair bit opinioniated on the Barbarian class and would love to see him get some love.

    1) Frenzy = Each IAS stack lasts for 15 seconds (instead of 5 seconds)
    -> Sidearm = The thrown axe also slows the movement of the target for 50% for 3 seconds
    -> Triumph = Each kill with frenzy heals you of 2% of your maximum life.
    -> Vanguard = Each frenzy stack adds +2% armor and +3% movement speed (+10% Armor / +15% Movement speed at 5 stacks)
    -> Smite = 50% chance to stun an opponent for 1.5 seconds
    -> Maniac = Each additional stack adds +5% Weapon Damage (+25% at 5 stacks)

    NOTE: Why Frenzy and not Bash or Cleave? Because Frenzy can be a build changer with the IAS stacks IF and ONLY IF you could keep the Frenzy stacks for longer than 5 seconds, otherwise its a lackluster ability. Bash is usually only used to generate Rage, and Cleave works great for removing large groups as a last resort ability. Frenzy is kind of not that great for removing large groups OR for generating Rage "quickly". WW/RLTW works best if you don't stand around for any period of time.

    2) Seismic Slam = Cause 300% Weapon Damage, and the wave travels 45 yds, knockbacking any it hits. 25 Fury Cost.
    -> Stagger = Any enemies hit also suffer 50% movement penalty for 3 seconds
    -> Shattered Ground = Cause 450% Weapon Damage and stun anyone hit by the wave for 1 second
    -> Rumble = Ground continues to shake after the wave dealing 50% Weapon Damage per second for 3 seconds in the area.
    -> Strength of Earth = Reduces Fury Cost to 10.
    -> Cracking Rift = A narrower wave is released dealing 550% Weapon Damage to any caught in it that travels up to 30 yds.

    NOTE: Why Seismic Slam and not the others? Because the others have gotten upgrades to them and this one has been left alone. No Barbarian uses it as it doesn't deal enough damage or provide enough utility for the extremely high fury cost. The damage would be fine, if it only costed 15 Fury... but not it costs 30 fury.

    3) Whirlwind = Move at normal speed while whirlwinding.
    -> Dust Devils = Create three tornadoes that each deals 33% Weapon Damage per Second for 3 seconds
    -> Hurricane = Increase your dodge chance while whirlwinding by +10% dodge chance and change your weapon damage to lightning dealing 155% Weapon Damage
    -> Blood Funnel = Every enemy hit heals 0.5% Maximum Life (lots of enemies = lots of health)
    -> Wind Shear = Every enemy hit adds 1 Fury and change your attack damage to cold dealing 175% Weapon Damage
    -> Volcanic Eruption = Change your attack damage to Fire dealing 210% Weapon Damage

    NOTE: By removing the dependency on Hurricane to move at your normal movement speed, it will open up different rune combinations for different people.

    4) Sprint = Remove Fury Cost. Add 5 Second Cooldown. Increase movement speed by 50% for 5 seconds
    -> Rush = Increase dodge chance while running by +15% Dodge Chance
    -> Run Like the Wind = Tornadoes deal 75% Weapon Damage
    -> Marathon = Increase movement speed by 75% for 5 seconds
    -> Forced March = Everyone gets a 50% movement speed increase for 5 seconds

    NOTE: By adding a cooldown, it prevents players from just spamming the sprint button for the RLTW build. However, to make up for it the tornadoes deal more overall damage.

    5) Ignore Pain = Reduces all damage taken by 50% for 10 seconds; 30 second cooldown
    -> Bravado = Become immune to fear, charm, taunt or confusion effects for the duration of Ignore Pain
    -> Iron Hide = Reduces all damage taken by 40% for 20 seconds
    -> Ignorance is Bliss = Reduces all damage taken by 75% for 5 seconds
    -> Mob Rule = Reduces damage taken by 50% for all allies for 10 seconds
    -> Contempt for Weakness = Become immune to crowd control effects, like frozen for the duration of Ignore Pain

    NOTE: Great defensive ability but extremely limited in usage, unless playing Hardcore, where it can be a necessity. Making the ability last longer but reduce less damage per second, makes it great for standing and fighting tough enemies or for a quick getaway.

    6) Ancient Spear = 5 Fury Cost (instead of 10 Fury Generation) and Remove the Cooldown dealing 200% Weapon Damage and pulling back any target hit.
    -> Skirmish = Increase chance to dodge after using the skill by 10% for 3 seconds
    -> Rage Flip = Increase damage to 225% WepDam and cause enemies flipped to turn on their former allies for 3 seconds in a blind rage.

    NOTE: Ancient Spear is in concept a great idea, but the cooldown kills it and prevents it from being an excellent skill for controlling the battlefield. To prevent abusing it to get tons of Fury, I added the fury cost.

    7) Revenge = Increase Proc Chance to 33% Chance of Occuring
    -> Best Served Cold = Increase Critical Chance by 10% for 15 seconds
    -> Retribution = Enemies hit by Revenge are stunned for 2.5 seconds
    -> Grudge = Enemies hit by Revenge flee in terror for 5 seconds
    -> Provocation = Increase Proc Chance to 50% Chance of Occuring

    NOTE: Revenge is a fairly powerful ability... when it Procs. If it doesn't Proc, it is a wasted skill slot. If it Procs it helps out a fair bit in a tough spot, but the old Proc Chance is TOO low to justify taking the skill.

    Special NOTE: Furious Charge... I have no idea how to make this a good ability...

    8) Overpower = Cooldown 10 Seconds; Critical Hits have a 50% chance to reduce the cooldown by 1 second.
    -> Storm of Steel = Throw axes in every direction dealing an additional 25% WepDam to all hit.
    -> Killing Spree = Increase Critical Chance by 5% for 15 seconds
    -> Crushing Advance = Enemies hit suffer a -33% Armor Penalty for 3 seconds

    NOTE: Overpower is a decent ability, but again the cooldown kills it and prevents the skill from shining.

    9) Weapon Throw = Deal 175% Weapon Damage and slow the target by 50% for 5 seconds
    -> Mighty Throw = Deal 250% Weapon Damage
    -> Stupefy = 25% Chance of Occuring, which causes the target to attack nearby allies that lasts for 10 seconds
    -> Dread Bomb = Expend all of your current fury dealing 8% weapon damage per fury spent

    NOTE: Weapon Throw is okay, but it deals too little damage the movement penalty is too short to make the skill useful except in chasing Treasure Goblins.

    10) Threatening Shout = 10 Fury Cost and no Cooldown; All enemies within 30 yds deal 25% less damage for 15 seconds
    -> Intimidate = Affected enemies deal 40% less damage for 15 seconds
    -> Falter = Affected enemies also suffer -15% IAS for 15 seconds
    -> Grim Harvest = Affected enemies also have a 50% chance to drop a health globe
    -> Demoralize = Affected enemies also are taunted into attacking you for 15 seconds
    -> Terrify = Affected enemies also flee in terror for 15 seconds

    NOTE: Threatening Shout could be a mainstay of many builds, especially multiplayer-based builds such as a Tank Build... if it didn't have a cooldown and didn't have lame runes. The cooldown prevents it from being used on every single pack the Barbarian encounters, which destroys any usefulness that the skill could possess.

    11) Battle Rage = Increases damage dealt by 25% and reduce fury cost to 15 (remove critical chance) and lasts for 120 seconds
    -> Marauder's Rage = Increases damage dealt by 50%
    -> Ferocity = When activated it lasts indefinitely.
    -> Swords to Ploughshares = Enemies have a 33% chance to drop a Health Globe
    -> Into the Fray = All critical hits generate 5 fury.
    -> Bloodshed = Critical Hits heal you for 1% of your maximum life.

    NOTE: Battle Rage is an excellent ability. However, to encourage people to use other runes instead of Into the Fray, they have to be buffed up. I nerfed/buffed up (depends on how you look at it) Into the Fray. Instead of a "chance" to generate 15 fury, it has a 100% chance to generate 5 fury.

    12) War Cry = Reduces damage taken by "melee attacks" only by 10% for you and allies within 50 yds for 120 seconds
    -> Hardened Wrath = Also increases armor by 20% for you and allies
    -> Charge = Increases resource generation by 20% for you and allies
    -> Invigorate = Increases maximum life by 10% and heals 1% of Maximum Life per Second

    NOTE: Armor is great, but overall melee damage reduction can be better. It is only melee damage reduction so, the War Cry has no effect on Ranged or Spell based attacks. Makes more sense to be melee-only damage reduction.

    13) Earthquake = 100 Fury Cost (To prevent spamming); No Cooldown; Deals 500% Weapon Damage Per Second for 10 seconds in a 50 yd area (original is 2000 / 8 seconds; this is 500 x 10 seconds)
    -> Giant's Stride = Secondary Tremors follow your footsteps for the duration of the effect dealing 50% WepDam within 15 yds
    -> Chilling Earth = Changes damage to cold; Reduces movement speed by 50% while in the area of effect and has a 25% chance to freeze enemies in place (like frozen effect)
    -> The Mountain's Call = Reduce fury cost to 75
    -> Aftershocks = Changes damage to shock; After duration of Earthquake has elasped a secondary quake in the same area deals 100% WepDam and Knockbacks any targets hit by it
    -> Path of Fire = Project secondary tremors 15 yds in front of you that deal 75% Weapon Damage as Fire

    NOTE: Earthquake COULD be an excellent ability, if it didn't have a cooldown. The extremely high fury cost prevents people from spamming it, but also makes it great at decimating extremely large groups with elites all in one go.

    14) Call of the Ancients = No Fury Cost; 120 Second Cooldown; Heroes last for 60 seconds; Each deals 125% Weapon Damage; Each hero has different abilities:
    Talic [sword/shield] = Bash, Hammer of the Ancients, and Leap
    Korlic [polearm] = Cleave, Seismic Slam, and Ancient Spear
    Madawc [dual axes] = Frenzy, Whirlwind, and Weapon Throw
    -> The Council Rises = The ancients cannot be killed and deals 150% Weapon Damage
    -> Duty to Clan = The ancients last for 90 seconds
    -> Korlic's Might = Korlic deals 250% Weapon Damage and Gains the Ground Stomp Ability
    -> Madawc's Madness = Madawc deals 250% Weapon damage and Gains the Overpower Ability
    -> Talic's Anger = Talic deals 250% Weapon Damage and Gains the Threatening Shout Ability

    NOTE: Call of the Ancients could be great... if the Heroes lasted longer and did more overall damage and had greater access to Barbarian skills... afterall they are like the best barbarians around (otherwise why would they have guarded the Worldstone Keep) so they should have access to more skills.

    15) Wrath of the Beserker = 50 Fury Cost; 90 Second Cooldown; Enter a berserker rage for 15 seconds and gain:
    Critical Hit Chance = +15%
    Increased Attack Speed = +30%
    Reduced Dodge Chance = -15%
    Reduced Armor = -30%
    Movement Speed = +20%

    -> Arreat's Wail = No enemy target will willingly approach you within 5 yds. Any target within 5 yds will flee in terror for 1 second
    -> Insanity = Increase bonuses and penalties as follows:
    Critical Hit Chance = +20%
    Increased Attack Speed = +40%
    Reduced Dodge Chance = -25%
    Reduced Armor = -50%
    Movement Speed = +30%
    -> Slaughter = Critical Hits heal you for 1% of your maximum life
    -> Striding Giant = Increase movement speed to +50%
    -> Thrive on Chaos = Every 20 fury gained while using Wrath of the Berserker reduces its cooldown by 1 second

    NOTE: Changes have been made to reduce defensive ability of Wrath of Berserker to make it more of a tactical decision rather than run around with it constantly on (as it will mean that you will die faster, but you will kill faster). Thrive on Chaos is changed to reduce the skill's cooldown rather than to increase the duration of the effect.

  10. #10
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    Re: D3X Level 70? New Barb Skills?

    Quote Originally Posted by TheMythe View Post
    That'd make it way too overpowered with these kinds of runes. You'd get a free ranged attack without any end.
    You'll keep entire hordes at bay if you have enough IAS and do decent DPS. No, no attack should be a worldending skill !

    Next to that, there are items that have a reduced Weapon Throw cost, these items are as of now worthless, but they'll give a nice profit if this skill is changed in this way. You could even make it so that:
    IF Fury cost < 0
    THEN add remaining X Fury
    ENDIF

    It think you'd be completely right if that's what I was pushing. Since I am suggesting however "a basic throwing skill" I don't know what kinds of overpowered runes you are talking about. DHs and Wizs have ranged skills that generate and/or cost no resources without breaking the game. Certainly barbs could, too. There is no reason a throw barb should HAVE TO melee.

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