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Junior Defender
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About Inferno.0b

  1. My proflieEmerald City (Sam forgot to put hardcore on...) Ember thingy Cool concept but I probably won't play it, considering I'm assuming that the shield spawns with the standard ember acc rolls.
  2. Thanks for nominating me Hype <3 I would like to nominate Hype back :)
  3. 1cv on the cursed 227^ santa hat 1cv on the 280^ ult90 leather chestplate
  4. I didn't mean to snipe, I just completely forgot about this auction since I've been quite busy recently. I'll let you have it as an apology.
  5. I'd like to suggest interactions between barbarian stances with this topic. I've made a thread before about the lightning stance, but as it has been buried with time and my suggestions weren't particularly good, I have come up with new suggestions based on how a combination of 2 stances together could evoke a new effect along with the 2 stances' individual effects (although I'm not too sure how easy these would be to implement). These suggestions have been centred on combinations with the subject at topic, the lightning stance: Lightning + Tornado Creates a thunderstorm around you, dealing electric damage to mobs you walk around (and double damage to anything you walk into). The damage should be based off of stance stats, with tornado increasing the size and lightning increasing the damage. I'd also suggest weapon damage to play a slight part in the damage scaling, but only lightly. The damage should be moderate, so that it clears any trash mobs near to and out of the way of you when running from one location to another (as is the main use of tornado stance). Lightning + Siphon Lightning effects become red. When attacking, fires red lightning bolts that chain through enemies (somewhat similar to lightning towers, but with short(!) range). These red lightning bolts steal life from your enemies, restoring you with health in rapid succession as more mobs are hit. Statwise, lightning stance should increase the damage of these bolts (with siphon increasing the healing received). The number of targets for each bolt should be fixed (or hardcapped) in my opinion, as well as the range between each mob for chaining. The damage should be relatively low, enough to clear the squishier trash mobs (such as goblins, kobolds etc.) but not much more. Lightning + Hawk Fires a lightning bolt (or a fissure, although the lightning bolt fits better but I prefer the sound of a fissure better :3 ) in the direction of the hawk attack. This deals the damage of the hawk stance, but the damage reduces rapidly with range (so as to keep it not overpowered). This would provide the barbarian with some sort of ranged attack, as well as allowing some leeway in how close you have to be to your target to deal your burst as a barbarian. For stat scaling, either the range could scale or the rate of damage reduction at range could scale with the lightning stance stat (with a set range). Lightning + Turtle Gives the barbarian something along the lines of a thorns effect, where any mob that hits you is zapped; this could even apply to ranged attackers given the nature of this effect, although I feel it would be apt for the damage to reduce with range. The damage should scale with the lightning stance (and ranged damage of any sword in use maybe?), as well as the incoming damage. Lightning stance itself My original idea for this was somewhat similar to what I have suggested for the combination of lightning and siphon stances. I would personally like to remove the health cost because if I remember correctly it kills you quite quickly if you use it for any period of time. Honestly, the stun effect is pretty useless, as anything that would survive hits from a barbarian cannot be stunned by lightning stance (I'm looking at you ogres!). Hence I would like to suggest electrifying the swords in use, increasing the swing range slightly (sword made of lightning style) and dealing half of your swords base damage as electric damage. This electric damage will have a multiplier on it (i.e. the electric damage will be greater than half of the swords base damage), giving you a tradeoff of increased overall damage, while decreasing the amount of generic damage you deal. Again, this multiplier can scale with the lightning stance stat. Obviously, with barbarian being a DPS hero, I'd like for the stats to scale relatively quickly until around 2k where the scaling falls off, as these stats are mainly afterthoughts when finding DPS gear to use.
  6. Now that Caimen mentions it, I feel a better stat to take off would be hero hp, to fit with the skeleton idea ^^
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