Dungeon Obliterator

…because who has time to crawl through a dungeon?

With all the hype surrounding Diablo III and my PC under repair, I’ve been poking at the Diablo III skill planner a good bit.  For those of you who didn’t know, I absolutely love mechanics, and I enjoy reading about how a game works almost as much as I enjoy playing them.  So it got me thinking, what’s something that hasn’t explicitly been done in a dungeon crawler before, and what type of theoretical class would I enjoy playing?  This is my idea for a brute-force style character that almost literally plows through dungeons.

The dungeon obliterator is your typical eight foot tall pile of muscle wielding a giant two-handed weapon that looks like it should be impossible to swing.  Heavy armor slows the obliterator down too much, and he prefers leather armors for faster face-checking.  While the obliterator is a seasoned adventurer that tears through dungeons, he still views magic as a sissy fairy art and refuses to use it unless it makes his weapon extra shiny.  Everybody likes shiny.

Equipment type: Non-magical, except for weapon
Weapon type: Any heavy two-hander
Armor type: Leather/hide or lighter

Dungeon obliterators emphasize their ability to simply tear through a dungeon, rather than carefully traverse it.  Relying mostly on their bread-and-butter two hander, most of the obliterator’s abilities are passive.  Here are some ability ideas that an obliterator could use to rip dungeons a new one.

-Stupid useless enemies and obstacles always get in the way of the big fun ones, and raw damage is usually the best way to tear minions into pieces with a single blow.
Passive: Increases basic attack damage.  When an enemy or object weak enough to be killed by a single melee strike approaches you, there’s a chance you’ll instantly kill it, saving you time.  The chance increases the higher your basic attack damage is above the damage it would take to one-shot them, and at later ranks is a guarantee against breakable terrain.

-Traps are annoying, but mostly they just piss you off.
Passive: You take slightly less damage from triggering traps, and at later ranks of this ability you’re immune to effects of traps that aren’t damage.  Whenever you take damage from a trap, you get pissed off, increasing your movement speed and basic attack damage.

-While potions are necessary and delicious, they aren’t smashing things – until now!
Active: Drink a potion with increased healing potency because its delicious.  Afterwards, turn the empty bottle into a mid-ranged glass grenade that cuts enemies, lowering their armor drastically.

-There’s nothing quite as satisfying as the crunch of an enemy skull, don’t you agree?
Passive: Whenever you hit an enemy, the joy it brings heals you very slightly, and whenever you kill an enemy, you’re healed a bit more.
Active: Though stopping isn’t ideal, you can stop and stamp out an enemy’s corpse for further enjoyment, healing you as long as you continue to stomp it, or until it’s a bloody pulp.

-Managing equipment and picking things off the ground can be such as hassle.  Thankfully, with your eyes on the prize, it becomes pretty easy to sort through all of the garbage.
Passive: You can set a minimum value for equipment, and anything that drops on the floor worth less than that value will get trampled.  Once you’ve figured out what you want, you automatically pick it up (including gold) without losing any speed. Also slightly increases rare item drop rate.

-As you smash the dungeon to pieces, you become those pieces.
Passive: When you smash various objects or trample useless items while running, the chunks of those items stick to you, creating a small shrapnel barrier.  When you stop running, the shrapnel flies forwards, dealing AoE damage that scales with the amount of stuff you’ve smashed.

-Things that are locked can be really inconvenient, but lucky for you strength is the universal key.
Active: Smash open something that’s locked, regardless of whether or not it was a door, a chest, or a riddle-sealed passage.  The higher the rank, the less likely you are to smash whatever is inside of the chest, and the less likely you are to get sprayed with the incoming debris.

-Stopping is really inconvenient, and running is a whole lot of fun.  Especially running though enemies, and into bigger enemies.
Active: You start running and refuse to stop for whatever reason.  If you run into an enemy, you first make a basic attack against them, only stopping you if that attack doesn’t kill them instantly and building up basic attack damage as you continue to move, leading into you eventually slamming an enemy with a single, incredibly powerful attack.  Coupled with your passive that lets you make free attacks against enemies that get close, sometimes you’ll even be able to run through an enemy that would normally take you two swings!

-Being surrounded is usually a downside, but to you, it simply means more skulls to crush.
Active: Swing your weapon in an arc around you, striking each adjacent enemy with a basic attack.  The damage is amplified by the number of enemies around you, meaning the more the merrier.

-Big enemies are just like little enemies, only bigger.  Which means you still just have to hit them, only bigger.
Active: You swing your weapon with a little extra oomph and a small chance of dealing a large critical strike, with the critical strike damage increasing with ranks rather than the chance.  In the unlikely event that this swing doesn’t kill the enemy, your next activation of this swing has significantly increased critical strike chance.

-Since you rush through dungeons so effectively, you gain a better understanding of them than the typical adventurer.
Passive: You gain experience at a slightly higher rate than other adventurers.  Also, you receive a chunk of bonus experience based on how quickly you completely clear each dungeon floor of enemies.

-When you feel pain, you become numb to it, and sometimes you just don’t feel like feeling the pain much at all. You’d think you can’t smash feelings, but you can.
Passive: Whenever you take damage, you get a stacking resistance to incoming damage for the next couple of seconds.
Active: You gain a chance to completely ignore a source of damage for a certain amount of time.  The damage is stored, and after this effect wears off you receive the damage in full, but broken into several smaller waves of pain.

-Sometimes you’re not where the fight is, and that’s just plain unacceptable.  Every good savage needs his initiation, and you’re no exception.
Active: You dash insanely fast towards the target enemy, bringing with you some extra basic attack damage.  If enemy dies either before you reach them or as you reach them, you immediately dash at the nearest enemy, repeating this dash a number of times based on this skill’s rank.

The idea behind the obliterator was to cut out some of the fluff that slowed down late-game experiences in dungeon crawlers.  Useless items?  Useless pots and vases to smash? One-shotting enemies?  All of these things play into the obliterators strengths, coupled with the bonus experience received for clearing a floor quickly helps keep mid to late game interesting.  Though an ultimately straight forward class, the obliterator was designed with the concept of “too much carnage” in mind.  You’re definitely still going to want to plan out what skills you need, and how many ranks you need in them, otherwise you might find yourself killing basic enemies so easily that you honestly could’ve put some points elsewhere.  That, plus with all the downsides of being reckless you’re definitely going to have to manage your health more than any other class would.