Frenzied Berserker Tree Changes

Twistense

Member
Some of my thoughts for how the tree could be updated since it has kind of been outshined by the dragon lord tree recently. This will most likely be OP if it was to be implemented exactly the way i have it, but i think the general idea of it could be a nice upgrade to keep up with the times.


Core 1 – Frenzy:

Imbue Toggle: Expend 10 HP to coat your weapon in blood, entering a frenzy. This Frenzy adds 1d8 Bane damage to your attacks, scaling with 100% Melee Power. Passive: +5 Melee Power. Note: Imbue only works with Melee weapons. You gain the Die-Hard feat, automatically stabilizing when incapacitated.

Core 2 - Frenzied Toughness: +20 hit points, +10 Healing Amplification

Core 3 – Frenzied Toughness II: +30 hit points, +10 Healing Amplification, +2 to attack/damage

Core 4 – Frenzied Toughness III: +60 maximum HP, +20 Healing Amplification, +10 Physical Resistance. You are now immune to fatigue from raging.

Core 5 – Death Frenzy: Expend 20 hit points to enter a Death Frenzy for one minute: +6 strength. +1 critical damage multiplier on rolls of 19-20. Passive: +3 Imbue dice, +10 Melee Power, +60 Hit points, +5 MRR

Core 6 – Frenzied Berserker: Activation Cost: 1500 Hit Points

Battle trance: You gain an Insight bonus to Attack, Damage, and the DC of Tactical feats equal to 1/2 of your Strength modifier for 120 seconds. (Cooldown: 150 seconds. Activation Cost: 1500 Hit Points.) Can be used while raged.

Antirequisite: This ability cannot be trained if you have any other Trance ability.



Tier 1:

Extra Rage - +2/+4/+6 Rage charges per rest.

Cracking attack: Melee Attack: Deals +10%/+20%/+30% Damage. On Hit: -2/-4/-6 AC and -10/-20/-30% Fortification for 20 seconds. Cooldown: 12 seconds.

Power Rage: +1/+2/+3 Strength while raging, +1/2/5% Doublstrike while raging.

Athletics: +1/+2/+3 Balance, Jump, Swim. Rank 3: When you activate Barbarian Rage, you gain +35% Action Boost bonus to movement speed for 20 seconds. Note: This lasts even when the rage is dismissed.

Angry Arms: +5/+10/+20% Strikethrough chance.

Tier 2:

Extra Action boost: +1/+2/+3 additional Action Boost use per rest.

Body Blow: Damaging enemies with Cracking Attack reduces their Fortitude saving throws by 2/4/6 for 20 seconds.

Blood tribute: Gain +50/+100/+200 Temporary Health for one minute. Each Epic and Legendary level adds +25 temporary hitpoints. You have a stacking -1 penalty to constitution until you rest or die. (Cooldown: 3 seconds)

Mad Munitions: +10/+20/+30% Strikethrough chance.

Sprint Boost: +30%/40%/50% Action Boost bonus to movement speed for 20 seconds. Cooldown: 30 seconds.

Tier 3:

Constitution: 1 Constitution

Blood trail: Supreme cleave cost 10/20/30 Fewer hit points to activate. Supreme cleave gives +5 hp per enemy hit up to +20.

Supreme Cleave: Tactical Melee Cleave: Deals +25%/+50%/+100% Damage. +1 Threat range +2 Critical Multiplier Bonus. Attack enemies all around you. (Activation Cost: 15/30/50 Hit Points. Cooldown: 9/6/3 seconds)

Raging Twice: You gain 15% doublestrike while raged.

Tantrum: Activation Cost: 25 Hit Points. Cooldown: 30 seconds

Tactical Melee Cleave: Deals +50% Damage. Expend 25 hit points to activate this ability and attack enemies around you. This attempts to stun each damaged enemy for 6 seconds on a failed Fortitude save vs. (10 + Strength modifier + Barbarian Level). Stunned enemies become helpless. Abilities that trigger on Supreme Cleave also trigger when Tantrum is used. (Blood Trail, Wade In, Lash Out)



Tier 4:

Constitution: +1 Constitution

Wade In: When you Supreme Cleave, you gain +1 Primal bonus to Attack and -1 AC per enemy damaged, up to 5/10/15 maximum. Lasts for 4 seconds.

Exhausting Blow: Melee Attack: Deals +20%/+40%/+60% Damage. On Damage: Deals 2d6/4d6/366 Strength, and 2d6/4d6/6d6 Dexterity damage. (Cooldown: 20 seconds)

Crazy Strike: When you hit with Cracking Attack, for 12 seconds you gain +0.5/+1/+2[W] damage and 1/2/3 Melee Power.

Lash Out: Supreme Cleave has a 50%/75%/100% chance to bleed damaged enemies, inflicting up to 1/3/5 stacks. This can stack up to 10 times. Your Supreme Cleave also reduces the AC of enemies by 2/4/6 for six seconds. This stacks up to five times.

Tier 5:

Focus Wide: When you score a vorpal hit, you gain 50% strikethrough for 12 seconds.

Focused Wrath: +1/2 competence bonus to Critical Multiplier.

While barbarian raging, you gain +5 Melee Power and your melee attacks gain +1[W] to damage. +25% Competence bonus to maximum hit points.
 
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danzig138

Well-known member
Or, and stay with me here it's about to get wild - it's pretty much fine and doesn't need to be overhauled as a result of the tree for another unrelated class.
 

Willsave20

Indie Game Developer
T
Some of my thoughts for how the tree could be updated since it has kind of been outshined by the dragon lord tree recently. This will most likely be OP if it was to be implemented exactly the way i have it, but i think the general idea of it could be a nice upgrade to keep up with the times.


Core 1 – Frenzy:

Imbue Toggle: Expend 10 HP to coat your weapon in blood, entering a frenzy. This Frenzy adds 1d8 Bane damage to your attacks, scaling with 100% Melee Power. Passive: +5 Melee Power. Note: Imbue only works with Melee weapons. You gain the Die-Hard feat, automatically stabilizing when incapacitated.

Core 2 - Frenzied Toughness: +20 hit points, +10 Healing Amplification

Core 3 – Frenzied Toughness II: +30 hit points, +10 Healing Amplification, +2 to attack/damage

Core 4 – Frenzied Toughness III: +60 maximum HP, +20 Healing Amplification, +10 Physical Resistance. You are now immune to fatigue from raging.

Core 5 – Death Frenzy: Expend 20 hit points to enter a Death Frenzy for one minute: +6 strength. +1 critical damage multiplier on rolls of 19-20. Passive: +3 Imbue dice, +10 Melee Power, +60 Hit points, +5 MRR

Core 6 – Frenzied Berserker: Activation Cost: 1500 Hit Points

Battle trance: You gain an Insight bonus to Attack, Damage, and the DC of Tactical feats equal to 1/2 of your Strength modifier for 120 seconds. (Cooldown: 150 seconds. Activation Cost: 1500 Hit Points.) Can be used while raged.

Antirequisite: This ability cannot be trained if you have any other Trance ability.



Tier 1:

Extra Rage - +2/+4/+6 Rage charges per rest.

Cracking attack: Melee Attack: Deals +10%/+20%/+30% Damage. On Hit: -2/-4/-6 AC and -10/-20/-30% Fortification for 20 seconds. Cooldown: 12 seconds.

Power Rage: +1/+2/+3 Strength while raging, +1/2/5% Doublstrike while raging.

Athletics: +1/+2/+3 Balance, Jump, Swim. Rank 3: When you activate Barbarian Rage, you gain +35% Action Boost bonus to movement speed for 20 seconds. Note: This lasts even when the rage is dismissed.

Angry Arms: +5/+10/+20% Strikethrough chance.

Tier 2:

Extra Action boost: +1/+2/+3 additional Action Boost use per rest.

Body Blow: Damaging enemies with Cracking Attack reduces their Fortitude saving throws by 2/4/6 for 20 seconds.

Blood tribute: Gain +50/+100/+200 Temporary Health for one minute. Each Epic and Legendary level adds +25 temporary hitpoints. You have a stacking -1 penalty to constitution until you rest or die. (Cooldown: 3 seconds)

Mad Munitions: +10/+20/+30% Strikethrough chance.

Sprint Boost: +30%/40%/50% Action Boost bonus to movement speed for 20 seconds. Cooldown: 30 seconds.

Tier 3:

Constitution: 1 Constitution

Blood trail: Supreme cleave cost 10/20/30 Fewer hit points to activate. Supreme cleave gives +5 hp per enemy hit up to +20.

Supreme Cleave: Tactical Melee Cleave: Deals +25%/+50%/+100% Damage. +1 Threat range +2 Critical Multiplier Bonus. Attack enemies all around you. (Activation Cost: 15/30/50 Hit Points. Cooldown: 9/6/3 seconds)

Raging Twice: You gain 15% doublestrike while raged.

Tantrum: Activation Cost: 25 Hit Points. Cooldown: 30 seconds

Tactical Melee Cleave: Deals +50% Damage. Expend 25 hit points to activate this ability and attack enemies around you. This attempts to stun each damaged enemy for 6 seconds on a failed Fortitude save vs. (10 + Strength modifier + Barbarian Level). Stunned enemies become helpless. Abilities that trigger on Supreme Cleave also trigger when Tantrum is used. (Blood Trail, Wade In, Lash Out)



Tier 4:

Constitution: +1 Constitution

Wade In: When you Supreme Cleave, you gain +1 Primal bonus to Attack and -1 AC per enemy damaged, up to 5/10/15 maximum. Lasts for 4 seconds.

Exhausting Blow: Melee Attack: Deals +20%/+40%/+60% Damage. On Damage: Deals 2d6/4d6/366 Strength, and 2d6/4d6/6d6 Dexterity damage. (Cooldown: 20 seconds)

Crazy Strike: When you hit with Cracking Attack, for 12 seconds you gain +0.5/+1/+2[W] damage and 1/2/3 Melee Power.

Lash Out: Supreme Cleave has a 50%/75%/100% chance to bleed damaged enemies, inflicting up to 1/3/5 stacks. This can stack up to 10 times. Your Supreme Cleave also reduces the AC of enemies by 2/4/6 for six seconds. This stacks up to five times.

Tier 5:

Focus Wide: When you score a vorpal hit, you gain 50% strikethrough for 12 seconds.

Focused Wrath: +1/2 competence bonus to Critical Multiplier.

While barbarian raging, you gain +5 Melee Power and your melee attacks gain +1[W] to damage. +25% Competence bonus to maximum hit points.
This is possibly the worst rebuild of a tree I've seen. Losing 1.5k hp for a battle trance is terrible, as other trances in the game require zip. Not only that, but you put it as the core 6, which makes no sense and makes it completely useless until epics. Core 1 grants too much, and it looks like you just copy-pasted the rest of the wiki. Lash out doesn't even scale so I'm not sure why you kept that in, as its one of the worst tier 5 enhancements. 50% strikethrough imo is also nothing huge. Yes the tree needs a rework, but this is definitely not it.
 
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