Warhammer: Vermintide 2

Warhammer: Vermintide 2

26 valoraciones
Stupid Career Ideas
Por Mysterious Sir Knight y 1 colaboradores
Me and my brother had a thought: "heh, it would be funny if Fatshark released a new career for each character at once for april fools, not like fully fleshed out and viable careers, just some stupid funni holly jolly ha-ha careers"
My Brother: "What if Kruber was a Wrestler"
Me: "YES, PERFECT!"
an hour of stupid brain storming later... This came to be.
   
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Read first plz
The character images I made for each career were made with an AI controlled image generating/editing program, you can find it here: https://creator.nightcafe.studio/create/text-to-image

These careers aren't designed to be effective or balanced, they are meant to be funny and/or interesting. So please don't comment saying "That would be ineffective/unbalanced!".

If you have your own ideas, feel free to comment them! I would love to hear suggestions for Talents, Passives, Perks, or Weapons for these careers. Or even new careers all together!
Kruber the Wrestler
After Bardin became a Wrestler he went "Hey, Azumgi! Get over ere and spar with me!" and Kruber was just like "Eh, Alright!"

This one ended up wierdly well, I edited it slightly myself and it ended up looking like Kruber has the Giga-Chad jaw. lmfao




















Details:
Primary weapon: Fists! This careers one and only weapon is his bare hands, this weapons attacks function the same as Holy Great Hammers special attack but have increased attack speed, better dodge distance, and infinite effective dodges. The heavy attack is an overhead with both hands that deals slightly more armor damage.
Secondary Weapon: Grab! This weapon allows Kruber to grab and incapacitate an elite or Special, during this the grabbed enemy is treated as stagger 2 and takes 40% additional melee damage from allies. Kruber can also drag enemies while grabbing them but is still very vulnerable. If this is used on a Chaos Warrior Kruber will instead climb onto its back and strangle it while it tries to get him off. He cannot drag Chaos Warriors. "Now who is the one getting grabbed huh!?"
Career Ability: Get in there! This ability allows Kruber to throw Bardin (only if he is also his wrestler career) a similar distance to the Slayer's Leap ability, on a 10s cooldown.
Cooper Kruber
Kruber took up barrel makin', just like his dad!
This one didn't turn out right at all, so I'm just gunna make up some lore for it. *Clears throat* Kruber needed to choose an image for this career and went looking, he ended up finding this old picture of his father making Barrels and he thought it fit well enough.













Details:
Can equip any primary weapon used by the Huntsman
Can equip any secondary weapon used by the Huntsman

New Secondary Flaming Bow, Functions similarly to the Longbow but weaker, with a fire DOT, and blows up barrels instantly in a single shot.

Career ability: Craft Barrel Kruber enters an animation for 4 seconds and gets to pick to make an Explosive Barrel or Oil Lamp which he then picks up. (Cooldown: 40s)

Passive ability: Strong Arm Kruber can now charge his barrel throws and throw them up to twice as far.

Perk 1: Barrely felt a thing 10% Damage Reduction

Talents
1-1 Hammer & Nail: Hits for THP
1-2 Barrels O' Fun: Barrel Hits for THP (4 THP per enemy hit with barrel explosions or killed via Oil Lamps & Rolling Barrel)
1-3 Explosive Personality: Heal Share

2-1 Throwin' Yar Weight Around: Dodging while carrying a barrel is greatly improved. Dodge Count increased from 2 to 4, Dodge distance is also increased from low to a more medium distance.
2-2 Armored Barrel: Allows Kruber to block and push with a barrel, Stamina with a Barrel is increased by 4. Additionally, getting hit no longer ignites the carried barrels. Additionally push attacking will ignite the barrel.
2-3 Blasting off again: Using your action skill while holding a barrel will charge forward Footknight style. Also doing an overhead with the barrel at the end (Causing it to explode if you hit something).

3-1 Smiter
3-2 Mainstay
3-3 Enhanced Power

4-1 Splat: Thrown Barrels deal damage.
4-2 Timer: Upon picking up a lit barrel, Kruber sticks a timer on the side that shows how long until it blows. Additionally, Barrels lit by Kruber have doubled fuse time.
4-3 Plug the leak: Pauses barrel fuses while Kruber carries them.

5-1 Safety Instructor: 40% Reduced damage taken from barrels for the party.
5-2 Taught by Experience: 75% Reduced damage taken from barrels.
5-3 Occupational Hazards: Kruber no longer receives a wound when getting downed by a barrel explosion.

6-1 Rolling Barrel: Adds a third option while crafting a barrel that creates a huge barrel which Kruber then rolls forward inside the barrel. It can stagger and roll over anything and does some damage to everything in its path.
6-2 Double Trouble: Kruber can craft two barrels if you hold the career ability key for twice as long.
6-3 Master Infiltrator: Replaces Craft Barrel with the ability to hide inside of a barrel at will, Kruber cannot aggro enemies while sitting still inside this barrel, along side reduced aggro range while moving. (imagine Metal Gear style)
Bardin the Wrestler
Bardin took up wrestling!

I put in "Fist-cuffs" as the prompt........ I think it took that as "Fists and Cuffs", but hey, regardless! It tried to make his beard into fists. lmfao



















Details:
Primary weapon: Fists! This careers one and only weapon is his bare hands, this weapons attacks function the same as Holy Great Hammers special attack but have increased attack speed, better dodge distance, and infinite effective dodges. The heavy attack is an overhead with both hands that deals slightly more armor damage.
Secondary Weapon: Charge Throw! On use Bardin Charges forward, if you collide with an Elite or Special (Not a Chaos Warrior), Bardin picks them up and hucks em in the direction of his choosing, where the enemy lands they are effected with Stagger 2. "Haha, BYE!"
Career Ability: Off you go! This ability allows Bardin to throw Azumgi (only if he is also his wrestler career) a similar distance to the Slayer's Leap ability, on a 10s cooldown.
Bardin the Rune-Smith
(Career created by @PenguiniusG https://steamcommunity.com/profiles/76561199000514087 )

Sadly it just turned Bardin's face into a rune most of the time, however it did make this one which looks like a person.
















Details:
Primary weapon: Lok-Makaz
Acts similarly to a hammer but heavy attacks use the runic power stored within. Default effect for this rune is shock damage that arcs to nearby enemies.
Any secondary weapon

Career ability: Thugni's Anger
For 20 seconds nearby enemies (20M) Take shock damage and are further slowed down. Any enemy other than monsters that attack bardin during this effect are dealt further shock damage equal to 1/8 the damage dealt (Cooldown: 90s)

Passive ability: Master Rune of Spite
Heavy attacks inflict magic rune damage, piercing a small amount of armor, when a runic attack is performed the weapons runes heat up, increasing the power and armor piercing for every stack of heat, (This is similar to trophy hunter)

Perk 1: Rune of Muddy Path
Nearby enemies are slowed by 20% (rune of slowness on Bardin's armor)

Perk 2: Rune of Greater Breaking
Armor of nearby units is reduced by 35% and nearby allies gain 5% Power

Talents:
1-1 - Grudge Against the Foul Stagger for THP
1-2 - A Settled Grudge Kills for THP
1-3 - Generous relief Buffed version of heal share, 30% healing from 20%.

2-1 - Refined Craft Runic heat gains 1 less stack but the effects are increased to compensate.
(Rune of flights max effect is now (3%, 7%, 13%, 20%)
(Rune of Wrath and Ruin: Increased explosion radius, charged damage scaling is increased and grows more rapidly.)
(Rune of Mountains Chill: Armor weakening is increased and slowdown is increased, along with a small AOE around bardin)
2-2 - Rune of Breaking Rune of Greater Breaking now buffed to 45% armor reduction and nearby allies power is now increased by 8%.
2-3 - Strike the Runes Max stacks of Runic Heat is increased by 1

3-1 - Unrelenting Bulwark
3-2 - Priority Grudge Smiter
3-3 - By Thugni's Will Enhanced Power

4-1 - Lesser rune of Wrath and Ruin Lok-Makaz now deals fire damage on hit, exploding and damaging nearby enemies equal to the charge time of the attack.
4-2 - Rune of Mountains Chill Lok-Makaz now deals frost damage, weakening armor and slowing enemies.
4-3 - Rune of flight Lok-Makaz Now Carries bardin in a gust of wind, gaining a stacking movement speed buff for each stack of runic heat, max of 5 stacks (2%, 5%, 8%, 12%, 18%)

5-1 - Blood Etched Runes Killing a special by any means forces Bardin to max stacks of runic heat for 10 seconds
5-2 - Defiant Rage Enemies that hit Bardin whilst he's blocking have 1/10 of that dmg back and dealt to them
5-3 - Rune of Inspiration Whenever bardin kills an elite all allies within 30M of Bardin Gain 10 Temp HP and gain 10% increased attack speed

6-1 - Master Rune of Hearth and Home Replacing Thugni's Anger, nearby allies (50M) Heal 3 Hp every second, for 20 seconds (Not temp HP)
6-2 - Thugni's Vengeance Thugni's Rage now effect monsters and bosses and duration and rage increased to 30 seconds and 40 Meters
6-3 - Thugni's Deliverance While Thugni's Rage is active bardin always has max stacks of Runic Heat and all attacks deal Runic dmg
Kerillian the Drunken Bard
The others got Kerillian drunk enough that she feels comfortable singing around the group!

I used the prompt "Singer" for this image, I think the AI just went "Singer... I'm just gunna go with a Microphone and a song Bird!", then proceeded to smush a Microphone into a bird.


















Details:
Base Health: 100

Primary weapon: (Can use any of Kerillians Primaries except for Spear & Shield)

Secondary Weapon: (Can use any of Kerillians secondaries except for Deepwood Staff)

Passive Ability: Unbroken Song After not taking damage for 10s the effects of Elven Ballads become 2x as powerful, and 3x as powerful after 20s.

Career Ability: Elven Ballads Activating this career ability cycles through various songs that grant buffs Kerillian and nearby party members, cycling removes all existing stacks from the currently selected song.

1-1 - Heretics? Hecklers? Same thing: Hits for THP
1-2 - Drunken Morale: THP no longer degrades.
1-3 - Song of Giving: Heal Share

2-1 - Leechade: Killing a Lifeleech grants 20 health.
2-2 - Doomshine: When Kerillian dies, she lets out a dramatic wail that stuns all nearby enemies for 5s.
2-3 - Cinderbrick Stout: Movement speed penalty while blocking is reduced by 50%

3-1 - Burst of Song Changing songs releases a staggering Shockwave. (Cooldown: 60s)
3-2 - Mainstay
3-3 - Enhanced Power

4-1 - Will Power: Getting hit while Unbroken Song is at 3x power only reduces it to 2x power.
4-2 - Song of my People: Unbroken Song additionally grants 10% cooldown reduction after 10s for the party, and 20% cooldown reduction after 20s.
4-3 - Boom Mic: When losing Unbroken Song, Kerillian explodes dealing area damage and gets sent flying away from the attacker.

5-1 - Safety in Numbers: For every nearby ally Kerillian gains 15% reduced hitbox size.
5-2 - Fidelity Share: Each of your teammates' careers grants Kerillian a unique buff.
5-3 - Martyre: All nearby party members except for Kerillian gain 35% damage reduction while Kerillian is not downed or dead, but Kerillians max health is reduced by 60%

6-1 - Flawless Shifting: Cycling songs no longer removes all stacks and instead preserves them until you switch back to the song.
6-2 - Flawless Verses: Cycling songs grants max stacks. Cycling now has a cooldown of 5s.
6-3 - Flawless Final: Holding the Career Skill key super-charges the current song, adding an additional effect (Cooldown 60s)


Deeper Information:
Career Skill: Radius is roughly the size of Merc's THP effect on its Career Skill. Songs:
Song of Shelter: Grants 1 stack per 2 points of damage the party takes, each stack grants the party 0.5% damage reduction (Max 10%, 20% or 30% depending on the passive), and 0.75% healing generated (Max 15%, 30% or 45% depending on the passive), all stacks decay at once after 8s. (Max stacks: 20)
Song of Wrath: Grants 1 stack per enemy killed by the party, each stack grants the party 1% power (Max 6%, 12% or 18% depending on the passive), and 1% attack speed (Max 6, 12% or 18% depending on the passive), all stacks decay at once after 5s. (Max stacks: 6)
Song of Passage: Grants 1 stack every time a party member dodges, each stack grants the party 0.5% movement speed (Max 5%, 10% or 15% depending on the passive) and 0.75% additional dodge distance (Max 7.5%, 15% or 22.5% depending on the passive), all stacks decay at once after 3s. (Max stacks: 10)

2-1 - Martyre: Radius is roughly the size of the Foot Knights base Passive.

2-2 - Doomshine: Radius is roughly the size of the Foot Knights base Passive.

5-1 - Safety in Numbers: Radius is roughly the size of the Foot Knights base Passive.

5-2 - Fidelity Share: Effects for each career:
- Mercenary: Merc's Career skill grants Kerillian 10 more THP
- Huntsman: 5% crit chance
- Foot Knight: 10% stagger power
- Grail Knight: 10% melee damage
- Ranger Vet: The Ranger Veteran's Smoke Bombs conceal you too
- Ironbreaker: 10% damage reduction
- Slayer: 5% attack speed
- Outcast Engineer: 10% extra ammo capacity
- Witch Hunter Captain: 10% headshot damage
- Bounty Hunter: 10% ranged crit chance
- Zealot: 10% max health
- Warrior Priest: 25% curse resistance
- Battle Wizard: Headshots inflict burn DoT
- Pyromancer: 10% ranged power
- Unchained: 7.5% power

6-3 - : Song Effects:
Song of Shelter: The party regenerates 1 health per second for 10s.
Song of Wrath: All the parties melee attacks deal fire DoT for 10s.
Song of Passage: The party can dodge through enemies for 10s.
Victor the Beast Tamer
Victor took a bet from Kerillian that he couldn't train an animal to worship Sigmar. Hes yet to succeed, but has managed to inadvertently train a small squad of loyal Monkeys.

I made the Prompt for his image "Monkeys"... It spat out this abomination.




















Here is a version 2 that looks much better.



















Details:
Primary weapon: This career can use any weapon used by Witch Hunter Captain.

Secondary Weapon: Attack Monkey! Victor selects a target and sends one of his 3 Monkeys to attack them, if it is sent onto a trash enemy, it will jump on it for a moment, then kill it and return to Victor. If it is sent onto an elite, it will jump on it, stun it for the duration its crawling on it and deal a little bit of damage before returning to Victor. If they are sent to attack a Chaos Warrior or a Boss they will only deal damage without stunning it. Since Victor has 3 Monkeys, he can use this ability on up to 3 targets at once.

Passive - Beast Tamer: 3 Random captured animal companions can be found in the mission in specific locations depending on the mission, freeing them will cause them to pay you back in various ways.
Mole: Brings you a random item, every minute for 3 minutes after it is freed.
Badger: Joins the party and kills trash enemies.
Hawk: Flies away then returns when a monster spawns to distract it for 8 seconds.
Cat: Joins the party and if a party member gets downed, the cat will attempt to comfort them, reducing their damage taken while downed by 50%.
Snake: Joins the party and poisons elites, causing them to take 20% increased damage.
Pupper: Joins the party and has an extra players worth of ammo stored in little satchels that he shares amongst the party, and refills his supply when reach you an ammo box.

Career Ability - "Bang Bang Bang!?": (Requires all 3 or 4 Monkeys to be on Victor) Victor can order all of his Monkeys to wield Braces of Pistols, and each fire 4 shots (in the direction he is looking). Equalling an entire mag or more from the Brace of Pistols weapon unleashed in under a second for free. 40s cooldown.

Talents:
1-1 - Practical Demonstration: Finesse Hits for THP
1-2 - Don't touch my Monkeys!: Hits for THP
1-3 - Teachings of Sigmar: Heal Share

2-1 - The Uber-Small Four!: You get 1 additional Monkey.
2-2 - Acrobatics: Monkeys get to targets faster via jumping.
2-3 - Heroic Intervention: Monkeys now carry small bucklers. When you are hit by a blockable attack, one monkey (If you have one on you) attempts to block the attack being sent flying in the opposite direction in the process, but reducing the damage by 40%.

3-1 - Mainstay
3-2 - Smiter
3-3 - Enhanced Power

4-1 - Hidden Objective: You get to pick an animal from Beast Tamer at the start of the mission that will be guaranteed to appear.
4-2 - New Acolyte: Beast Tamer spawns 1 additional captured animal companion.
4-3 - Go, Victor, Go!: While a captured animal from Beast Tamer is tagged, Victor moves 10% faster and can push through trash enemies.

5-1 - Go for the eyes!: Monkeys deal slightly more damage.
5-2 - Annoyin' little buggers: Having 2 Monkeys on a Chaos Warrior stuns it.
5-3 - Pack Tactics: Saltzpyre deals 20% additional damage to enemies per Monkey that is on them.

6-1 - Sigmar's Workforce: Three Monkeys can be sent to interact with an object from range. (Push carts or rams, pull levers, break chains, stuff like that)
6-2 - Sigmar's Angels: Career ability can be used to send three Monkeys to revive a teammate.
6-3 - Proof of Success: Career ability can be used to have all 3 or 4 Monkeys pray to Sigmar and call down a holy smite. (Imagine Old Bloodrazer thicket but with a smaller AOE, and cannot be used 3 times in a row)
Victor Steamtank
https://youtu.be/qvXnECMtXbc
Its Byoutiful





















Details:
Can equip any weapon also used by the Zealot
Secondary Weapon Steam Venter, Drakegun Retexture but firing decreases Pressure (Renamed Overcharge) and running builds it up. If it fills you explode. (Important Note: sounds like a whistle)

Career ability: CHOO-CHOO! For 10s the entire team gets 15% increased movement speed, and can trample over small foes. (Cooldown: 70)

Passive ability: Headstrong Movement speed increased by 20% but cannot dodge, and cannot move any direction but forward. Enemy attacks can no longer lock onto Saltzpyre.

Perk 1: Metal Form 15% Damage Reduction

Talents
1-1 Subway Smash: Stagger for THP
1-2 Subway Slaughter: Kills for THP
1-3 Subway Sandwich: Heal Share

2-1 Over Pressure: Steam Venter range is increased by up to 100% and stagger by up to 60% based on how high your Pressure is.
2-2 Shiny Sprockets: Gain attack speed equal to your movement speed bonus -20%.
2-3 Rail Roading: For every Armored target you kill, gain 1% extra damage against Armored targets until you kill an Unarmored target. For every Unarmored target you kill, gain 0.25% extra damage against Unarmored targets until you kill an Armored target.

3-1 Smiter
3-2 Assassin
3-3 Enhanced Power

4-1 Stand Aside!: Replaces Passive movement speed bonus. Gain 1 stack of Steam for every 2s spent moving. Each stack grants 10% movement speed and 8% power, all stacks are lost upon hitting something. (Max stacks 3)
4-2 Potential Energy: Allows Saltzpyre to move backwards at half speed to build up speed for the next time he moves forward, for every second spent moving backwards build up 1 second of 50% increased forward speed. (Max capacity of 5s)
4-3 Reverse Feedback: Parrying an attack sends Saltzpyre shooting backward at high speed, staggering anything he collides with and venting some pressure.

5-1 Sprung a Leak: Getting hit vents Pressure, and reflects up to 50% damage taken based on Pressure.
5-2 Tight Tunnel: Gain 1% damage reduction per nearby enemy to a max of 20%
5-3 High Capacity: Increases Pressure capacity by 50%

6-1 Passenger: While CHOO-CHOO! is active Saltzpyre can pick up and carry downed or bound allies while reviving them.
6-2 "Crushing all in my path!": Trampling enemies with CHOO-CHOO! deals damage.
6-3 Sigmar's Chariot: During CHOO-CHOO! Saltzpyre releases steam clouds in his wake that damage enemies and passively vents Pressure.
Sienna the Wild Mage
Sienna got really deep into Gambling and now casts spells using cards!

This one didn't end up especially interesting. But its neat how it kinda put arcade machines in the background and cards in the front there.



















Details:
Primary weapon: This career can use any of Sienna's weapons.
Secondary Weapon: Cards! This career is no longer affected by overcharge, but comes with the caveat that she has no idea what spell will be cast, and they are fired slightly slower. When used, Sienna draws a random card that casts a random spell from the following: Fireball Primary, Fireball Alt fire, Firestorm Primary, Beam Alt fire, Coru Primary, Coru Alt fire, Bolt Primary, Bolt Alt, Conflag Primary, and Conflag Alt.
Career Ability: Sienna fires a random super-charged version of a staff:
Super-Beam that fires a quick huge (Imagine like a metre wide) piercing beam.
Super-Conflag that creates a huge explosion.
Super-Fireball (Self explanatory).
Super-Coru which creates a huge scorched earth area that damages enemies.
Super-Bolt that deals huge single target damage.
Super-Firestorm that creates a fiery version of a blightstorm that chases enemies, and does not throw them.
5 comentarios
Mysterious Sir Knight  [autor] 1 OCT 2022 a las 2:03 p. m. 
@DarrakG I would like to chat a bit about some of these ideas if you don't mind, I sent you a friend request so we can DM.
Mysterious Sir Knight  [autor] 1 OCT 2022 a las 2:32 a. m. 
@DarrakG If you enjoy coming up with ideas for this sort of thing, I encourage you to come up with specifics! And if you do, feel free to contact me and I could even add your idea to this list.
PenguiniusG  [autor] 30 SEP 2022 a las 4:32 p. m. 
Just here posting that a runesmith career for bardin would have been glorious.
Mysterious Sir Knight  [autor] 21 AGO 2022 a las 5:56 a. m. 
@drowC Be my guest! Come up with some abilities for a Victor Steamtank career. lmao
drowC 21 AGO 2022 a las 5:47 a. m. 
i expected salt to be a steamtank ;)