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Old 11-18-2008, 11:36 AM   #1
Edge2k2
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Default Slayers and Choppas

I was in the mood for speculation, so I thought I would throw this out there...

Berserker classes. Slayers and Choppas being prime examples, I was thinking of ideas for the class mechanic these guys would share. I envision these guys being similar to disciples/warpriest in survivability with some marauder/whit elion thrown in for melee and a bit of the tanks survability.

Armor: medium or light armor as heavy armor just slows them down. No shields. They do however gain bonuses to parrying and dodging.

Weapons: two-handers or dual wielding.

Below are categories different attacks/debuff/buffs would fall under:

Rage: This buff would be inverse to the player's health granting a bonus to critical chance or white damage as well as movement.

Frenzy attacks: the sight of blood further encourages these engines of destruction. Critical hits grant a % of the damage dealt as healing.

No Escape: melee range snares and knockdowns to keep the enemy within slashing range. No knockbacks.

Berzerking: AOE attacks hitting all within 5ft (melee range).

I am the brute squad: armor/dodge/parry bonus for multiple enemies being in melee range

Not done yet: tactic or morale that has a chance to self-rez at 25%. This could be pretty powerful, but I think having a morale or tactic slot dedicated to the chance would be a good balance.

Masteries (general):
Unstoppable: additional wounds, increased bonuses to "No Escape" and "Rage"
Big Meanie: 2-hander, "I am the brute squad", and "Berzerking"
Tooth and Claw: dual wielder, increased parry, dodge and "Frenzy Attacks"

Last edited by Edge2k2; 11-18-2008 at 11:39 AM.
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Old 11-18-2008, 01:02 PM   #2
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Why these two particular classes? Couldn't the Hammerer fit the Slayer role?
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Old 11-18-2008, 01:10 PM   #3
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Why these two particular classes? Couldn't the Hammerer fit the Slayer role?
Hammerer and Slayer are very similar in concept. However the slayer has the popularity and I think that goes a long way. There are many people who would flip to a slayer and thus boost Order's numbers. Not a full fix, but another good step.

I also know that the slayer models are in the game and have enough of a different look to help give them a unique feel.

One of the issues with the Black orcs I have is that they do not actually look like "Black" orcs. Their skin is supposed to be a very dark green to black. I think that if they put in choppas, they are going to have to retro BOs in the game a bit to make their appearance darker. However, with level the BO comes so encased in thick armor that the point may be moot.
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Old 11-18-2008, 01:12 PM   #4
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The Choppa I could see...since they already have it in place. But wouldn't they have to make the Slayer from scratch?

Not saying I wouldn't like to see it...
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Old 11-18-2008, 01:29 PM   #5
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Choppa is probably something I'll come back for... The whole.. big green thing with two weapons flailing around appeals to me.
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Old 11-18-2008, 02:19 PM   #6
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Originally Posted by RadarX View Post
The Choppa I could see...since they already have it in place. But wouldn't they have to make the Slayer from scratch?

Not saying I wouldn't like to see it...
Not from scratch. Mainly it would be a graphics change (to models alrady in the game) and updating help text and titles for a "slayer" sort of feel.
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Old 11-19-2008, 05:50 AM   #7
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In-game Choppa and many other videos.

I don't know what will happen but I do hope the right decision is made. Preferably a decision that rasies Order populations somewhat...
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Old 11-19-2008, 09:06 AM   #8
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In-game Choppa and many other videos.

I don't know what will happen but I do hope the right decision is made. Preferably a decision that rasies Order populations somewhat...
All i have to say is, LOL @ Youtube commeters, they are all bloody idiots.

(played a choppa already so video was nothing new )
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Old 11-19-2008, 09:20 AM   #9
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I like the idea of both outputting proportionately more damage to the amount of health they have lost. It would be an interesting mechanic to deal with, both from the opposing players and the friendly healers. Do you leave them til last, or nuke quickly? Heal too much and DPS is gimped. Spell shields on friendly players would all of a sudden come into their own then. Get a Slayer/Orc down to 30% health and have 2 rotating healers nearby to slap shields on. GLORIOUS!!
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Old 11-19-2008, 11:30 AM   #10
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I like the idea of both outputting proportionately more damage to the amount of health they have lost. It would be an interesting mechanic to deal with, both from the opposing players and the friendly healers. Do you leave them til last, or nuke quickly? Heal too much and DPS is gimped. Spell shields on friendly players would all of a sudden come into their own then. Get a Slayer/Orc down to 30% health and have 2 rotating healers nearby to slap shields on. GLORIOUS!!
And out of all the healers that you encounter, how many will do this? 1, 2, who knows maybe 3?

Fact is, some healers rarely even bother to move up to get line of sight or range to a target that needs heals. They would rather just move on to the next one on the list... So what would entice them to use some brain power to actually pull this through?

In PuGs of course... Guild and private groups are almost always the exception.
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