Jump to content
  • Sign Up

[Elite Suggestion] Worldbreaker


Regon Phoenix.8215

Recommended Posts

Theme: colossal powerhouse with massive AOE and rapid growth in power while fighting. I wanted to make something who either focus exclusively on offense or exclusively on defense. Someone who can't just build both and deal good damage and self-healing, and would rather build only for single purpose.


Adept Minor Trait (Tree Wielding Colossus of Doom)Unlock Staff and allow you to use Calamities.Increase your maximum adrenaline by 10.

Adept Major Trait LineMajor Trait 1 (Might for Mighty)Might on you will grant you bonus 10 precision and 10 ferocity per stack of might.Major Trait 2 (Muscle of Steel)Might on you will grant bonus 10 toughness and 10 healing power per stack of might.Major Trait 3 (Living Disaster)Might on you will grant bonus 20 condition damage per stack of might.

Master Minor Trait (Lust for Worthy Battle)Gain 1 stack of might for 10 sec every 5 sec while you are in combat.

Master Major Trait LineMajor Trait 4 (Remove Limiter)Increase direct damage of your burst skills by 10%.Major Trait 5 (Flesh to Steel)Using one of your burst skills will grant you protection for 5 sec and resistance for 2 sec. Cooldown: 12 sec.Major Trait 6 (Unnatural Calamity)Conditions and disables inflicted by your burst skills and Calamities will last 20% longer.

Grandmaster Minor Trait (Might Above the Thousand Men)Your burst skills grant you 10 stacks of might for 10 sec.

Grandmaster Major Trait LineMajor Trait 7 (Growing Colossus)Your Staff damaging abilities will deal 1% more damage per stack of might on you.Major Trait 8 (Only the Hardest Steel)Gain 200 toughness while wielding an off-hand weapon. Gain 100 concentration while wielding two-handed weapon.Major Trait 9 (Disaster Bringer)Inflicting a condition with one of your weapon abilities will deal 80 (scale with condition damage) instant damage to affected enemies. Cooldown: 1 sec.


Staff Burst (Savage Tornado)Hit all enemies around you with devastating blow, blind and cripple them. Deal more damage at higher adrenaline. This ability have bonus ferocity.Casting time: 3/4 secCooldown: 8 secRadius: 400Level 1 damage: 450 (scales with power)Level 2 damage: 550 (scales with power)Level 3 damage: 650 (scales with power)Level 4 damage: 750 (scales with power)Blind: 5 secCripple: 5 secBonus ferocity: 300Whirl combo finisher

F2 (Colossal Will)Enter special state for a duration based on adrenaline used. While in this state boons on you can't be removed and you periodically gain might.Casting time: instantCooldown: 30 secLevel 1 duration: 4 secLevel 2 duration: 5 secLevel 3 duration: 6 secLevel 4 duration: 7 secMight per sec: 2 stacks for 8 sec


Staff 1 (Force Bringer)First hit of two hit chain. Swing at your target hitting several enemies in front of you.Casting time: 1/2 secTargets hit: up to 5Damage: 500 (scales with power)Range: 200

Staff 1 (Force Slam)Second hit of two hit chain. Slam your staff in front of you dealing damage to all enemies. Cripple enemies on critical strike.Casting time: 1/2 secDamage: 600 (scales with power)Range: 200Cripple: 3 sec

Staff 2 (Shoulder Rush)Rush a short distance dealing damage to all enemies you encounter and knock them back.Casting time: instantCooldown: 10 secDamage: 300 (scales with power)Range: 450Knock back distance: 300

Staff 3 (World Break)Gather all your might into one massive hit while channeling. When you fully channel this ability perform an attack against all foes in front of you. You can reactive this ability to perform the attack early.Casting time: instantChannel duration: 2 secCooldown: 10 secDamage: 300 - 900 (scales with power)Range: 300Blast combo finisher

Staff 4 (Soil Destroyer)Slam your staff into the ground creating a dust cloud which blinds enemies who remain in the cloud and the cloud destroys projectiles.Casting time: 3/4 secCooldown: 15 secDuration: 4 secBlind per sec: 1 secRadius: 300Smoke combo field

Staff 5 (Bad Luck Wave)Project heavy wave of negative energy in front of you inflicting torment and confusion on enemies hit.Casting time: 1 secCooldown: 8 secTorment: 3 stacks for 5 secConfusion: 1 stack for 5 secRange: 600


Calamity healing (Stomp and Quake)Heal yourself and shake the ground beneath your feet hitting enemies, cripple and weaken them.Casting time: 3/4 secCooldown: 25 secHealing: 5000 (scales with healing power)Radius: 600Damage: 100 (scales with power)Cripple: 5 secWeakness: 5 secBlast combo finisher

Calamity utility 1 (Bringer of Ice-age)Cause a blizzard to fall down at your current location chilling and damaging enemies every second.Casting time: 3/4 secCooldown: 30 secDamage per sec: 200 (scales with condition damage)Chill per sec: 3 secRadius: 600Duration: 3 secIce combo field

Calamity utility 2 (Bringer of Eruption)Cause fiery lava to erupt beneath your feet at your current location damaging and burning enemies every second.Casting time: 3/4Cooldown: 30 secDamage per sec: 100 (scales with condition damage)Burn per sec: 2 stacks for 3 secRadius: 600Duration: 3 secFire combo fieldStunbreaker

Calamity utility 3 (Bringer of the Mists)Tear a rift open at your current location cause vile mist to rush around it dealing damage to nearby enemies and inflict torment on them every second.Casting time: 3/4Cooldown: 30 secDamage per sec: 150 (scales with condition damage)Torment per sec: 2 stacks for 6 secRadius: 600Duration: 3 secDark combo field

Calamity utility 4 (Bringer of the Storm)Cause massive winds to swirl in your current location creating area in which every enemy who enter this area get knocked out of this area.Casting time: 3/4 secCooldown: 30 secRadius: 450Duration: 3 secLightning combo field

Calamity elite (Bringer of the End of the World)Cause a gravitational anomaly to manifest itself at your current location dealing damage to nearby enemies, inflict slow, vulnerability and confusion on them every second.Casting time: instantCooldown: 80 secDamage per sec: 200 (scales with power and condition damage)Slow per sec: 1 secVulnerability per sec: 5 stacks for 10 secConfusion per sec: 1 stack for 5 secRadius: 600Duration: 3 secEthereal combo field


Update (2018-03-31): added 4th utility, updated traits.

Link to comment
Share on other sites

  • name is kind of stupid.

  • every Major Adept being focused around might will only make ppl run greatsword with 'Forceful Greatsword'

  • why would you put in a trait that promotes not using the new weapon [Major Trait 8 (Only the Hardest Steel)]

  • 'I wanted to make something who either focus exclusively on offense or exclusively on defense. ' kinda failed since you can still mix and match whatever you want.

  • staff skills sound more like a hammer (no trait sinergy with it's CC focus)

  • the calamity skills look like they belong on ele more then warr

you're improving but you're still not there

Link to comment
Share on other sites

Yo man, you've got ideas I've seen from all the posts you churn out, but you gotta stop a moment and consider what you've created here.

First things first, the Adept Traits are crazy overpowered. 15 Prec/Fero per stack of might results in an increase of 375 Prec/Fero at 25 stacks. This is Three Times the amount you gain from an Ascended One-handed weapon with such a stat as a main stat, and you get that in 2 stats for a total of 750 extra Stats. And to top it off, you've made it super-easy for them to maintain 15+ stacks of Might even on their own. In return, other traits such as the Master Minor are laughably weak.

Second, the way you've structured the Traits goes directly against what you stated that you wanted to do in the premise of the post. What stops someone from going for "Might for Mighty", "Flesh of Steel" and "Only the hardest steel" to have both ~375 Prec/Fero, 50% uptime of Protection and +300 Perma Toughness from just wielding an off-hand? They get all the Offense and all the Defense, which you expressively stated was something you didn't want.

Third, the new profession mechanic is just entirely lackluster. Now, every mechanic doesn't have to be Weaver-levels of complicated, but generally when Elite Specs gain a quick and easy new mechanic (like Spellbreaker's Full Counter) it comes with several traits and additional effects (Boon-stripping, a second Burst skill with separate Cooldown) that opens up new combinations and customization. This mechanic doesn't even have a single trait devoted to it. Sure, it looks useful to have Boons unstrippable for a short time (Super-useful, in fact) but that alone, on an Instant Activation ability, won't really do much to define this Espec against Core Warrior.

All-in-all, this doesn't feel like a finished concept. You've got an idea, but haven't run it through completely whatsoever, neither having given it a look-over from a mechanical and balance perspective.

Link to comment
Share on other sites

@derd.6413 said:

  • name is kind of stupid.

  • every Major Adept being focused around might will only make ppl run greatsword with 'Forceful Greatsword'

  • why would you put in a trait that promotes not using the new weapon [Major Trait 8 (Only the Hardest Steel)]

  • 'I wanted to make something who either focus exclusively on offense or exclusively on defense. ' kinda failed since you can still mix and match whatever you want.

  • staff skills sound more like a hammer (no trait sinergy with it's CC focus)

  • the calamity skills look like they belong on ele more then warr

you're improving but you're still not there

  • Only if you talk about your name
  • Except that would cause to generate too much of might, and also other trait give might, and also other traits offers different options for different weapons
  • Because you would have an option to either use new weapon for damage or old weapons for tanking. You know, promoting two different play styles as i have written on the top of the topic. Literally first two lines....
  • You can, just like with every class, but you can't build massive damage while also focusing on endless defense (scourge, spellbreaker)
  • Only similarities are AOE and one knockback. Also, hammer is focusing on CC and AOE damage, while staff focuses on defense and AOE damage, so their similarities are very limited.
  • True. Then again, what can you make to fit warrior? Warrior can't use arcane, spectral, wells, spirits and spirit weapons, glyphs, conjurations, corruptions, minions, consecrations, manipulations, glamour and clones. Also, turrets, engineering kits, mantras, gadgets, exceeds, gyros, venom and traps do not really fit class fantasy. So what else can new elite have?
  • I am still better than you
Link to comment
Share on other sites

@Regon Phoenix.8215 said:

  • name is kind of stupid.
  • every Major Adept being focused around might will only make ppl run greatsword with 'Forceful Greatsword'
  • why would you put in a trait that promotes not using the new weapon [Major Trait 8 (Only the Hardest Steel)]
  • 'I wanted to make something who either focus exclusively on offense or exclusively on defense. ' kinda failed since you can still mix and match whatever you want.
  • staff skills sound more like a hammer (no trait sinergy with it's CC focus)
  • the calamity skills look like they belong on ele more then warr

you're improving but you're still not there
  • Only if you talk about your name
  • Except that would cause to generate too much of might, and also other trait give might, and also other traits offers different options for different weapons
  • Because you would have an option to either use new weapon for damage or old weapons for tanking. You know, promoting two different play styles as i have written on the top of the topic. Literally first two lines....
  • You can, just like with every class, but you can't build massive damage while also focusing on endless defense (scourge, spellbreaker)
  • Only similarities are AOE and one knockback. Also, hammer is focusing on CC and AOE damage, while staff focuses on defense and AOE damage, so their similarities are very limited.
  • True. Then again, what can you make to fit warrior? Warrior can't use arcane, spectral, wells, spirits and spirit weapons, glyphs, conjurations, corruptions, minions, consecrations, manipulations, glamour and clones. Also, turrets, engineering kits, mantras, gadgets, exceeds, gyros, venom and traps do not really fit class fantasy. So what else can new elite have?
  • I am still better than you

if you're gonna act childish if somebody gives feedback i recommend not sharing it on the internet.

Link to comment
Share on other sites

@TheSwede.9512 said:Yo man, you've got ideas I've seen from all the posts you churn out, but you gotta stop a moment and consider what you've created here.

First things first, the Adept Traits are crazy overpowered. 15 Prec/Fero per stack of might results in an increase of 375 Prec/Fero at 25 stacks. This is Three Times the amount you gain from an Ascended One-handed weapon with such a stat as a main stat, and you get that in 2 stats for a total of 750 extra Stats.

Keep in mind that there are classes like scourge, spellbreaker and other who can deny boons all day long (in pvp). You will only manage to built up maximum stack of might if everyone lets you (in pvp). Now, because pve of this game is like pve in runescape, so i don't really care about pve aspects. Also, if devs would deem that OP, then they could simply lower the numbers.

@TheSwede.9512 said:Second, the way you've structured the Traits goes directly against what you stated that you wanted to do in the premise of the post. What stops someone from going for "Might for Mighty", "Flesh of Steel" and "Only the hardest steel" to have both ~375 Prec/Fero, 50% uptime of Protection and +300 Perma Toughness from just wielding an off-hand? They get all the Offense and all the Defense, which you expressively stated was something you didn't want.

It would stop people who don't want sub-par build. You could build hybrid between defense and offense, but it wouldn't excel any any of those two. I don't believe that you can structure an elite to forcefully prevent people from mixing defensive and offensive trait, but i think being jack of all trades with this elite is not as good as solely focusing on either defense or offense.

@TheSwede.9512 said:Third, the new profession mechanic is just entirely lackluster. Now, every mechanic doesn't have to be Weaver-levels of complicated, but generally when Elite Specs gain a quick and easy new mechanic (like Spellbreaker's Full Counter) it comes with several traits and additional effects (Boon-stripping, a second Burst skill with separate Cooldown) that opens up new combinations and customization. This mechanic doesn't even have a single trait devoted to it. Sure, it looks useful to have Boons unstrippable for a short time (Super-useful, in fact) but that alone, on an Instant Activation ability, won't really do much to define this Espec against Core Warrior.

Fair point. Lacked any good ideas to work into F2. It is hard to make anything unique and useful for warrior, because it have very limiting class fantasy.

@TheSwede.9512 said:All-in-all, this doesn't feel like a finished concept. You've got an idea, but haven't run it through completely whatsoever, neither having given it a look-over from a mechanical and balance perspective.

True again. This is only suggestion made by one person. Anet have +1 year before to think, develop and balance their new elites (and they still fail every single time), and i made this in about 3-5 hours. It isn't polished or balanced, but it might work and any good suggestion would improve it even more.

Link to comment
Share on other sites

@derd.6413 said:

  • name is kind of stupid.
  • every Major Adept being focused around might will only make ppl run greatsword with 'Forceful Greatsword'
  • why would you put in a trait that promotes not using the new weapon [Major Trait 8 (Only the Hardest Steel)]
  • 'I wanted to make something who either focus exclusively on offense or exclusively on defense. ' kinda failed since you can still mix and match whatever you want.
  • staff skills sound more like a hammer (no trait sinergy with it's CC focus)
  • the calamity skills look like they belong on ele more then warr

you're improving but you're still not there
  • Only if you talk about your name
  • Except that would cause to generate too much of might, and also other trait give might, and also other traits offers different options for different weapons
  • Because you would have an option to either use new weapon for damage or old weapons for tanking. You know, promoting two different play styles as i have written on the top of the topic. Literally first two lines....
  • You can, just like with every class, but you can't build massive damage while also focusing on endless defense (scourge, spellbreaker)
  • Only similarities are AOE and one knockback. Also, hammer is focusing on CC and AOE damage, while staff focuses on defense and AOE damage, so their similarities are very limited.
  • True. Then again, what can you make to fit warrior? Warrior can't use arcane, spectral, wells, spirits and spirit weapons, glyphs, conjurations, corruptions, minions, consecrations, manipulations, glamour and clones. Also, turrets, engineering kits, mantras, gadgets, exceeds, gyros, venom and traps do not really fit class fantasy. So what else can new elite have?
  • I am still better than you

if you're gonna act childish if somebody gives feedback i recommend not sharing it on the internet.

Right back at ya.

Link to comment
Share on other sites

@Regon Phoenix.8215 said:

  • name is kind of stupid.
  • every Major Adept being focused around might will only make ppl run greatsword with 'Forceful Greatsword'
  • why would you put in a trait that promotes not using the new weapon [Major Trait 8 (Only the Hardest Steel)]
  • 'I wanted to make something who either focus exclusively on offense or exclusively on defense. ' kinda failed since you can still mix and match whatever you want.
  • staff skills sound more like a hammer (no trait sinergy with it's CC focus)
  • the calamity skills look like they belong on ele more then warr

you're improving but you're still not there
  • Only if you talk about your name
  • Except that would cause to generate too much of might, and also other trait give might, and also other traits offers different options for different weapons
  • Because you would have an option to either use new weapon for damage or old weapons for tanking. You know, promoting two different play styles as i have written on the top of the topic. Literally first two lines....
  • You can, just like with every class, but you can't build massive damage while also focusing on endless defense (scourge, spellbreaker)
  • Only similarities are AOE and one knockback. Also, hammer is focusing on CC and AOE damage, while staff focuses on defense and AOE damage, so their similarities are very limited.
  • True. Then again, what can you make to fit warrior? Warrior can't use arcane, spectral, wells, spirits and spirit weapons, glyphs, conjurations, corruptions, minions, consecrations, manipulations, glamour and clones. Also, turrets, engineering kits, mantras, gadgets, exceeds, gyros, venom and traps do not really fit class fantasy. So what else can new elite have?
  • I am still better than you

if you're gonna act childish if somebody gives feedback i recommend not sharing it on the internet.

Right back at ya.

gta_wasted.mp4

Link to comment
Share on other sites

I'ma just skip right past all this negative chakra and get straight to the suggestion.

  1. Mechanic: Rather than 1 new F2 skill, create 3 Forms that occupy F2-F4: Versatile Form, Aggressive Form and Defensive Form. Versatile mixes offense and defense (Default mode, basically), Aggressive Form trades defense for offense (Deal more Damage/Stack more conditions, but take more damage) and Defensive form is the opposite (Take less Damage but deal less damage).
  2. Traits: Rework traits to have 1 "Line" improve the Versatile Form, 1 line improve the Aggressive Form and 1 line improve the "Defensive Line". For flavor, each Adept trait could cause an effect when entering a specific form, each Master trait could grant a passive bonus while in a certain form and each Grandmaster trait could cause specific Combo Field interactions (Since the Utility Skills seem to be all about Combo Fields) while in a specific form, just as an example.
  3. Weapon: Re-evaluate the intent behind Staff skills. What's the purpose of the Staff? What role is it suppose to fill?
  4. Utility Skills: Re-evaluate the choice of Combo Fields in the Utility section. Which ones cause effects that has synergy with the rest of Core Warrior's kit? Which ones lack synergy? Does the fields all have to be offensive in nature (For instance, should the Ice Field focus on offense when Combo Finishers apply Chill and Frost Armor). You're also lacking 1 Utility Skill (Everyone but Revenant gets 4) so an addition of a Water or Poison Field could help as well.
Link to comment
Share on other sites

@TheSwede.9512 said:I'ma just skip right past all this negative chakra and get straight to the suggestion.

  1. Mechanic: Rather than 1 new F2 skill, create 3 Forms that occupy F2-F4: Versatile Form, Aggressive Form and Defensive Form. Versatile mixes offense and defense (Default mode, basically), Aggressive Form trades defense for offense (Deal more Damage/Stack more conditions, but take more damage) and Defensive form is the opposite (Take less Damage but deal less damage).

Might work with more versatile warrior elite. As i said, i don't want to create warrior who would be able to do everything, but rather a warrior who would focus on one single thing.Then again, having F2 as offense and F3 as defense, with both sharing same cooldown might work.

@TheSwede.9512 said:

  1. Weapon: Re-evaluate the intent behind Staff skills. What's the purpose of the Staff? What role is it suppose to fill?

Massive AOE damage and defense, with a little bit of tiny condition damage.

  1. Utility Skills: Re-evaluate the choice of Combo Fields in the Utility section. Which ones cause effects that has synergy with the rest of Core Warrior's kit? Which ones lack synergy? Does the fields all have to be offensive in nature (For instance, should the Ice Field focus on offense when Combo Finishers apply Chill and Frost Armor). You're also lacking 1 Utility Skill (Everyone but Revenant gets 4) so an addition of a Water or Poison Field could help as well.

Yeah, but Engineer gets 5 ( at least core engineer).

Link to comment
Share on other sites

@Regon Phoenix.8215 said:Worldbreaker

That's not cool enough. How about xXxtreme_Wor1d break0r_xXx?

@Regon Phoenix.8215 said:colossal powerhouse with massive AOE and rapid growth in power while fighting

Main weapon: Charrzooka with 5000 range shooting a nuclear missile that deals 50k unblockable aoe damage and homes in on targets while travelling through walls.

Link to comment
Share on other sites

@cursE.1794 said:

@Regon Phoenix.8215 said:Worldbreaker

That's not cool enough. How about xXxtreme_Wor1d break0r_xXx?

@Regon Phoenix.8215 said:colossal powerhouse with massive AOE and rapid growth in power while fighting

Main weapon: Charrzooka with 5000 range shooting a nuclear missile that deals 50k unblockable aoe damage and homes in on targets while travelling through walls.

That's just silly.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...